Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2019-03-01 13:14:43 +01:00
parent 8a80ccbd8f
commit 17e476b6fa
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@@ -6,15 +6,15 @@
# jakub zukal <jakubzukal@email.cz>, 2018.
# Josef Kuchař <josef.kuchar267@gmail.com>, 2018.
# Vít Petričák <v.petricak@gmail.com>, 2018.
# Vojtěch Šamla <auzkok@seznam.cz>, 2018.
# Vojtěch Šamla <auzkok@seznam.cz>, 2018-2019.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2018-12-14 21:01+0000\n"
"Last-Translator: jakub zukal <jakubzukal@email.cz>\n"
"PO-Revision-Date: 2019-02-21 00:17+0000\n"
"Last-Translator: Vojtěch Šamla <auzkok@seznam.cz>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/cs/>\n"
"Language: cs\n"
@@ -22,7 +22,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 3.4-dev\n"
"X-Generator: Weblate 3.5-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *master* branch"
@@ -13092,7 +13092,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:240
msgid "Action"
msgstr ""
msgstr "Akce"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:242
msgid ""
@@ -13785,7 +13785,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4
msgid "Features"
msgstr ""
msgstr "Funkce"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6
msgid ""

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@@ -68,8 +68,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2019-02-18 08:23+0000\n"
"Last-Translator: Alvaro García <alvarofernandogarcia@gmail.com>\n"
"PO-Revision-Date: 2019-03-01 12:06+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/es/>\n"
"Language: es\n"
@@ -694,7 +694,7 @@ msgstr ""
#: ../../docs/about/faq.rst:62
msgid "Which programming languages are supported in Godot?"
msgstr "¿Qué lenguajes de programación son soportados en Godot?"
msgstr "¿Qué lenguajes de programación soporta Godot?"
#: ../../docs/about/faq.rst:64
msgid ""
@@ -3992,7 +3992,6 @@ msgid "Sprite animation"
msgstr "Animación del sprite"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:99
#, fuzzy
msgid ""
"Click on the ``Player`` node and add an :ref:`AnimatedSprite "
"<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle "
@@ -4010,9 +4009,9 @@ msgstr ""
"de advertencia junto al nodo. Un ``AnimatedSprite`` requiere un recurso :ref:"
"`SpriteFrames <class_SpriteFrames>`, que es una lista de las animaciones que "
"puede mostrar. Para crear uno, busca la propiedad ``Frames`` en el Inspector "
"y haz clic en \"<null>\" -> \"New SpriteFrames\". A continuación, en la "
"misma ubicación, haz clic en ``<SpriteFrames>`` para abrir el panel "
"\"SpriteFrames\":"
"y haz clic en \"[empty]\" -> \"New SpriteFrames\". Luego, en la misma "
"ubicación, haz clic en ``<SpriteFrames>``, y luego en \"Open Editor\" para "
"abrir el panel \"SpriteFrames\":"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:111
msgid ""
@@ -4040,7 +4039,6 @@ msgstr ""
"Inspector bajo el título ``Node2D``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:125
#, fuzzy
msgid ""
"Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child "
"of ``Player``. This will determine the player's \"hitbox\", or the bounds of "
@@ -4052,10 +4050,10 @@ msgstr ""
"Finalmente, añade un :ref:`CollisionShape2D <class_CollisionShape2D>` como "
"hijo de ``Player``. Esto determinará el \"hitbox\" del jugador, o los "
"límites de su área de colisión. Para este personaje, un nodo "
"``CapsuleShape2D`` ya que se ajusta mejor a la imagen, así que junto a "
"\"Shape\" en el Inspector, haz clic en \"<null>\" -> \"New CapsuleShape2D"
"\". Ahora usa los dos manejadores de tamaño y redimensiona la forma de "
"colisión para cubrir el sprite:"
"``CapsuleShape2D`` sería el más indicado ya que se ajusta mejor a la imagen, "
"así que junto a \"Shape\" en el Inspector, haz clic en \"<null>\" -> \"New "
"CapsuleShape2D\". Ahora usa los dos manejadores de tamaño y redimensiona la "
"forma de colisión para cubrir el sprite:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:134
msgid "When you're finished, your ``Player`` scene should look like this:"
@@ -18080,7 +18078,6 @@ msgid "C#"
msgstr "C#"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:6
#, fuzzy
msgid ""
"C# support is a new feature available since Godot 3.0. As such, you may "
"still run into some issues, or find spots where the documentation could be "
@@ -18097,7 +18094,6 @@ msgstr ""
"Page <https://github.com/godotengine/godot-docs/issues>`_."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:14
#, fuzzy
msgid ""
"This page provides a brief introduction to C#, both what it is and how to "
"use it in Godot. Afterwards, you may want to look at :ref:`how to use "
@@ -18142,7 +18138,6 @@ msgstr ""
"o busque una introducción adecuada en otro lugar."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:36
#, fuzzy
msgid "Setting up C# for Godot"
msgstr "Configuración C# para Godot"
@@ -18155,10 +18150,16 @@ msgid ""
"<https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?"
"sku=BuildTools&rel=15>`_ instead."
msgstr ""
"Descarga e instala la última versión de Visual Studio <https://visualstudio."
"microsoft.com/downloads/>(*NO el código de Visual Studio*), la cual contiene "
"servicios requeridos para el uso de C# en Godot. Si no vas a utilizar el IDE "
"de Visual Studio , simplemente descarga los Build Tools de Visual Studio "
"<https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?"
"sku=BuildTools&rel=15> en su lugar."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:50
msgid "macOS and Linux"
msgstr ""
msgstr "macOS y Linux"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:52
msgid ""
@@ -18168,51 +18169,52 @@ msgid ""
"Mono installation for NuGet and MSBuild which are required to use C# in "
"Godot."
msgstr ""
"Descarga e instala la última versión del SDK Mono <http://www.mono-project."
"com/download/>. Como en el caso de Godot 3.1 beta 3, el número de versión no "
"tiene importancia desde que Godot agrupa su propia instalación Mono 5.18. "
"Solamente necesitaremos la instalación mono para NuGet y MSBuild, los cuales "
"son requeridos para el uso de C# en Godot."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
#, fuzzy
msgid ""
"To download Mono on macOS, use the \"Stable Channel\" link from the `Mono "
"Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio "
"channel is an earlier version of Mono and will not work."
msgstr ""
"Para descargar Mono v5.12+ en una Mac, busca el link al \"Stable Channel\" "
"en la `Mono Downloads Page <http://www.mono-project.com/download/>`_. El "
"\"Visual Studio channel\" es una versión de mono que no funcionará con Godot "
"3.0.3+."
"Para descargar Mono en macOS, utiliza el enlace \"Stable Channel\" de la "
"página `Mono Downloads Page <http://www.mono-project.com/download/>`_. El "
"canal Visual Studio es una versión anterior de Mono y no funcionará."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
#, fuzzy
msgid "Additional notes"
msgstr "Información adicional:"
msgstr "Notas adicionales"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
#, fuzzy
msgid ""
"Your Godot version must have Mono support enabled, so make sure to download "
"the **Mono version** of Godot. If you are building Godot from source, make "
"sure to follow the steps to enable Mono support in your build as outlined in "
"the :ref:`doc_compiling_with_mono` page."
msgstr ""
"Si estás compilando Godot desde el código fuente, asegúrate de seguir los "
"pasos para incluir soporte Mono en tu compilación que se describe en la "
"página :ref :`doc_compiling_with_mono`."
"Tu versión de Godot debe tener habilitada la compatibilidad con Mono, así "
"que asegúrate de descargar la ** versión Mono ** de Godot. Si estás "
"compilando Godot desde el código fuente, asegúrate de seguir los pasos tal y "
"cómo se describen en la página :ref :`doc_compiling_with_mono` para incluir "
"soporte Mono en tu compilación."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72
#, fuzzy
msgid ""
"In summary, you must have installed Visual Studio or Mono (depending on your "
"operating system) **and** the Mono-enabled version of Godot."
msgstr ""
"En resumen, debes tener instalado 1) el SDK correcto de mono "
"correspondiente a la versión de Godot y, 2) La versión de Mono de Godot."
"En resumen, debes tener instalado Visual Studio o Mono (dependiendo de tu "
"sistema operativo) **y** la versión Mono de Godot."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:76
msgid "Configuring an external editor"
msgstr "Configuración de un editor externo"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
#, fuzzy
msgid ""
"While Godot has its own script editor, its support for C# is kept minimal; "
"it's recommended that you use an external IDE or editor instead, such as "
@@ -18222,13 +18224,13 @@ msgid ""
"scroll down to the bottom to the **Mono** settings. Under **Mono**, click on "
"**Editor** then choose your external editor of choice."
msgstr ""
"Siendo que Godot tiene su propio editor de código, su soporte para C# es "
"mínimo, y se recomienda usar un IDE o editor externo, como Visual Studio "
"Code, o MonoDevelop, que tienen autocompletado, debugging y otras "
"características útiles cuando se trabaja con C#. Para configurarlo, haz clic "
"en ``Editor``, después en ``Editor Settings``. Haz scroll hasta la parte "
"inferior, a la opción ``Mono``. Dentro de esa opción haz clic en ``Editor``, "
"y en esa página elige tu editor externo."
"Aunque Godot tiene su propio editor de scripts, su soporte para C# es "
"mínimo; se recomienda que utilices un IDE o editor externo en su lugar, como "
"`Visual Studio Code <https://code.visualstudio.com/>`_ o MonoDevelop. Éstos "
"proporcionan autocompletado, depuración y otras características útiles "
"cuando se trabaja con C#. Para configurarlo en Godot, haz clic en **Editor → "
"Ajustes del editor** y desplázate hacia abajo hasta los ajustes de **Mono**. "
"En **Mono**, haz clic en **Editor** y elige el editor externo que desees."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87
msgid ""
@@ -18236,13 +18238,17 @@ msgid ""
"extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode."
"csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr ""
"Si está usando Visual Studio Code, asegúrese de descargar e instalar la "
"extensión de C# \n"
"<https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_ "
"para habilitar características como el resaltado de sintaxis y el "
"autocompletado."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
msgid "Creating a C# script"
msgstr "Creando un script de C#"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:94
#, fuzzy
msgid ""
"After you successfully set up C# for Godot, you should see the following "
"option when selecting ``Attach script`` in the context menu of a node in "
@@ -18250,10 +18256,9 @@ msgid ""
msgstr ""
"Después de que hayas configurado adecuadamente C# para Godot, deberías ver "
"la siguiente opción cuando selecciones ``Añadir script`` en el menú "
"contextual de los nodos de tu escena:"
"contextual de los nodos en tu escena:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:99
#, fuzzy
msgid ""
"Note that while some specifics change, most concepts work the same when "
"using C# for scripting. If you're new to Godot, you may want to follow the "
@@ -18261,7 +18266,7 @@ msgid ""
"documentation still lack C# examples, most concepts can be transferred "
"easily from GDScript."
msgstr ""
"Tomar nota de que, aunque algunos elementos específicos cambian, la mayoría "
"Observaras que, aunque algunos elementos específicos cambian, la mayoría "
"funciona de la misma manera al usar C# para escribir código. Si estás "
"comenzando con Godot, quizás sea buena idea en este momento mirar los "
"tutoriales en :ref:`doc_scripting`. Aunque es cierto que algunas partes de "
@@ -18459,6 +18464,9 @@ msgid ""
"Attached C# scripts should refer to a class that has a class name that "
"matches the file name."
msgstr ""
"Los scripts adjuntos de C# deben referirse a una clase que tenga el mismo "
"nombre que el nombre del archivo. O lo que es lo mismo, el nombre de la "
"clase que se declara en el script y el nombre del archivo deben ser igual."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216
msgid "Performance of C# in Godot"
@@ -23700,10 +23708,11 @@ msgid ""
"guides to learn more about `APK signing <https://developer.android.com/"
"studio/publish/app-signing>`__."
msgstr ""
"El keystore y su clave son usados para verificar su identidad como "
"desarrollador ¡Recuerde la contraseña y guardela en un lugar seguro! Utilice "
"las guías de Desarrollador Android de Google para aprender más sobre `firmar "
"paquetes APK <https://developer.android.com/studio/publish/app-signing>`__"
"Este keystore y su clave se utilizan para verificar la identidad de su "
"desarrollador, recuerda la contraseña y guárdala en un lugar seguro. Utiliza "
"las guías de Google para desarrolladores de Android para obtener más "
"información sobre `APK signing <https://developer.android.com/studio/publish/"
"app-signing>`__."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:76
msgid "Now fill in the following forms in your Android Export Presets:"
@@ -24620,6 +24629,12 @@ msgid ""
"to the list of properties the Object fetches from the ClassDB. The same "
"holds true for other declarative code."
msgstr ""
"*Esto* es un :ref:`Script <class_Script>`. Los Object revisan su script "
"anexado antes que la base de datos del motor, de este modo, los scripts "
"pueden sobreescribir métodos. Si un sscript define un método "
"`_get_property_list()`, esos datos serán agregados a la lista de propiedades "
"que el Object obtiene de la ClassDB. Lo mismo aplica para otros códigos "
"declarativos."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:47
msgid ""
@@ -24629,6 +24644,10 @@ msgid ""
"Object to defer to the Script's content where the engine logic deems "
"appropriate."
msgstr ""
"Esto puede llevar a una confusión de los usuarios, de ver a un script es una "
"clase en sí mismo. En realidad, el motor simplemente auto instancia la clase "
"base y agrega el script al objeto. Esto permite que el Object difiera al "
"contenido del Script cuando la lógica del motor lo vea apropiado."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:53
msgid ""
@@ -24637,10 +24656,14 @@ msgid ""
"node hierarchies demonstrates this. Each individual Node's logic could be "
"several hundred lines of code in length."
msgstr ""
"Esto también presenta un problema. Cuando el tamaño de los Object aumenta, "
"el tamaño de los scripts necesarios para crearlos crece mucho. Esto se puede "
"demostrar creando jerarquías de nodos. La lógica individual de cada Node "
"puede ser de cientos de líneas de código en longitud."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:58
msgid "let's see a simple example of creating a single Node as a child."
msgstr ""
msgstr "veamos un ejemplo simple de creación de un solo Node como un hijo."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:97
msgid ""
@@ -24652,6 +24675,14 @@ msgid ""
"\"lookups\" within data structures to find the corresponding logic to "
"execute."
msgstr ""
"Nota que sólo dos porciones de código declarativo están involucradas en la "
"creación de este nodo hijo: la declaración de una variable y la del "
"constructor. Todo lo demás sobre el hijo debe hacerse usando código "
"imperativo. Sin embargo, el código de script es mucho más lento que el "
"código C++ del motor. Cada cambio debe hacer una llamada separada al API de "
"scripting, lo que significan muchos C++ \"lookups\" (búsquedas) dentro de "
"estructuras de datos para encontrar la lógica correspondiente para "
"ejecutarlo."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:105
msgid ""
@@ -24660,6 +24691,10 @@ msgid ""
"could then handle the construction using its fast C++ code, and the script "
"code would be free from the perils of imperative code."
msgstr ""
"Para ayudar a aliviar la carga, puede ser conveniente hacer por lotes todas "
"las operaciones que impliquen la creación y configuración de jerarquías de "
"nodos. Entonces el motor podrá realizar la construcción usando su rápido "
"código C++ y el script estará libre de los riesgos del código imperativo."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:110
msgid ""
@@ -24667,6 +24702,9 @@ msgid ""
"resource that provides an advanced \"constructor\" serialization which is "
"offloaded to the engine for batch processing."
msgstr ""
"*Esto* es una escena (:ref:`PackedScene <class_PackedScene>`): un Resource "
"que provee un \"constructor\" de serialización avazado que puede ser "
"delegado al motor para procesamiento por lotes."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:114
msgid ""
@@ -24675,26 +24713,31 @@ msgid ""
"scripted root node that makes use of the sub-nodes. This means that the "
"scene is often an extension of the script's declarative code."
msgstr ""
"Ahora, por qué esto puede ser importante para la organización de una escena? "
"Porque uno debe comprender que las escenas *son* objetos. Uno usualmente "
"relaciona una escena con un nodo raíz con script que hace uso de sub nodos. "
"Esto significa que la escena normalmente es es una extensión del código "
"declarativo del script."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:119
msgid "It helps to define..."
msgstr ""
msgstr "Esto ayuda a definir..."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:121
msgid "what objects are available to the script?"
msgstr "qué objetos son accesibles para el script?"
msgstr "¿qué objetos son accesibles para el script?"
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:123
msgid "how are they organized?"
msgstr ""
msgstr "¿cómo están organizados?"
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:125
msgid "how are they initialized?"
msgstr ""
msgstr "¿cómo son inicializados?"
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:127
msgid "what connections to each other do they have, if any?"
msgstr ""
msgstr "¿qué conexiones tienen entre sí, si es que tienen alguna?"
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:129
msgid ""
@@ -24703,6 +24746,11 @@ msgid ""
"in one scene (which are often bundled into the scene itself). Other scripts "
"are meant to be re-used between scenes."
msgstr ""
"De este modo, muchos principios de paradigna orientado a objetos aplicados a "
"\"programación\", por ejemplo en scripts, *también* aplica a escenas. "
"Algunos scripts son designados para funcionar en una escena (generalmente "
"incluidos en la escena misma). Otros scripts están hechos para ser "
"reutilizados en varias escenas."
#: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:134
msgid ""
@@ -24710,6 +24758,9 @@ msgid ""
"therefore be interpreted as a part of the class.** Most of the points "
"covered in this series will build on this point, so keep it in mind."
msgstr ""
"**A pesar de esto, la escena siempre es una extensión del script raíz, y "
"puede ser interpretada como parte de la clase.** La mayoría de los puntos "
"tratados aquí estarán basados en esto, así que tenlo en mente."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:4
msgid "Scene organization"
@@ -24721,16 +24772,21 @@ msgid ""
"content. Which nodes should one use? Where should one place them? How should "
"they interact?"
msgstr ""
"Este artículo cubre temas relacionados con la organización efectiva del "
"contenido de la escena. ¿Qué nodos se deben utilizar? ¿Dónde hay que "
"colocarlos? ¿Cómo deberían interactuar?"
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:11
msgid "How to build relationships effectively"
msgstr ""
msgstr "Cómo crear relaciones de manera eficiente"
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:13
msgid ""
"When Godot users begin crafting their own scenes, they often run into the "
"following problem:"
msgstr ""
"Cuando los usuarios de Godot comienzan a crear sus propias escenas, "
"normalmente se encuentran con el siguiente problema:"
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:16
msgid ""
@@ -24742,6 +24798,13 @@ msgid ""
"node paths do not find their targets. Signal connections established in the "
"editor break."
msgstr ""
"Crean la primer escena y la llenan con contenido antes de que aparezca la "
"sensación de que deberían dividirla en partes reusables. Luego guardan las "
"ramas de su escena en sus propias escenas. Sin embargo, notan que las "
"referencias rígidas de las que dependían, ya no son posibles de usar. "
"Reutilizar la escena en muchos lugares genera problemas porque los paths de "
"los nodos no llegan a su destino y las señales creadas en el editor se "
"rompen."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:24
msgid ""
@@ -24750,6 +24813,9 @@ msgid ""
"that the sub-scene will create itself without being picky about how one uses "
"it."
msgstr ""
"Para solucionar esos problemas, uno debe instanciar las sub escenas sin que "
"estas requieran detalles de su entorno. Uno debe ser capaz de confiar de que "
"la sub escena se creará a sí misma sin ser exigente respecto a quién la usa."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:29
msgid ""
@@ -24759,12 +24825,20 @@ msgid ""
"objects small (for maintainability) and improves their reusability so that "
"re-writing completed logic is unnecessary."
msgstr ""
"Una de las mayores cosas a considerar en POO es mantener clases enfocadas, "
"de propósito simple, con vínculos no estrictos (`loose coupling <https://en."
"wikipedia.org/wiki/Loose_coupling>`_ ) respecto a otras partes del proyecto. "
"Esto mantiene pequeño el tamaño de los objetos (para facilitar el "
"mantenimiento) y mejora la reusabilidad de modo que sea innecesario "
"reescribir lógica no necesaria."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:36
msgid ""
"These OOP best practices have *several* ramifications for the best practices "
"in scene structure and script usage."
msgstr ""
"Estas buenas prácticas POO tienen *muchas* ramificaciones para buenas "
"prácticas en estructura de escenas y uso de scripts."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:39
msgid ""
@@ -24772,6 +24846,9 @@ msgid ""
"That is, one should create scenes that keep everything they need within "
"themselves."
msgstr ""
"** Si es posible, las escenas deberían diseñarse para que no tengan "
"dependencias. ** O lo que es lo mismo, que mantengan todo lo que necesitan "
"dentro de sí mismas."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:43
msgid ""
@@ -24782,6 +24859,12 @@ msgid ""
"which rely on their external environment can inadvertantly trigger bugs and "
"unexpected behavior."
msgstr ""
"Si una escena tiene que interactuar con un contexto externo, los "
"desarrolladores generalmente recomiendan el uso de la `Dependency Injection "
"<https://en.wikipedia.org/wiki/Dependency_injection>` _. Esta técnica "
"implica tener una API de alto nivel que proporcione las dependencias a la "
"API de bajo nivel. ¿Por qué hacer esto? porque las clases que dependen de un "
"entorno externo pueden desencadenar errores y comportamientos inesperados."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:50
msgid ""
@@ -24798,7 +24881,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:74
msgid "Call a method. Used to start behavior."
msgstr ""
msgstr "Llamar a un método. Usado para iniciar un comportamiento."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:93
msgid ""
@@ -24870,6 +24953,11 @@ msgid ""
"will need clear instructions in the messages telling them what to do to "
"configure it."
msgstr ""
"Una GUI como esta puede informar mejor a los usuarios del proyecto sobre la "
"existencia de información crítica sobre un Nodo. ¿Tiene dependencias "
"externas? ¿se han satisfecho esas dependencias?. Otros programadores, y "
"especialmente los diseñadores y escritores, necesitarán instrucciones claras "
"en los mensajes que les indiquen qué hacer para configurarlo."
#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:231
msgid ""
@@ -27136,7 +27224,7 @@ msgid ""
"Finally, then, to convert a CanvasItem local coordinates to screen "
"coordinates, just multiply in the following order:"
msgstr ""
"Finalmente, para convertir un un CanvasItem de coordenadas locales a "
"Finalmente, para convertir un CanvasItem de coordenadas locales a "
"coordenadas de pantalla, utilizar el siguiente orden:"
#: ../../docs/tutorials/2d/2d_transforms.rst:84
@@ -41978,6 +42066,8 @@ msgid ""
"Other than that, the source is exactly the same, just with helpful comments "
"explaining what each part does."
msgstr ""
"Aparte de eso, la fuente es exactamente la misma, sólo que con comentarios "
"útiles que explican lo que hace cada parte."
#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015
msgid ""
@@ -56012,9 +56102,9 @@ msgid ""
"your application (including editor). Godot can't protect you from this, so "
"be careful not to make this mistake!"
msgstr ""
"Ten en cuenta que en GPUs modernas pueden generarse bucles infinitos y así "
"congelar la aplicación (incluyendo el editor). Godot no te puede proteger de "
"esto, así que ten cuidado de no cometer este error."
"Ten en cuenta que, en las GPU modernas, puede producirse un bucle infinito "
"que congele la aplicación (incluido el editor). Godot no puede protegerte de "
"esto ¡así que ten cuidado de no cometer este error!"
#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:240
msgid "Discarding"
@@ -59021,7 +59111,7 @@ msgstr "vec4"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:162
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:222
msgid "FRAGCOORD"
msgstr ""
msgstr "FRAGCOORD"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:96
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:162
@@ -59031,7 +59121,7 @@ msgstr ""
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:98
msgid "VERTEX"
msgstr ""
msgstr "VERTEX"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:98
msgid "Position of Vertex, output from Vertex Shader."
@@ -59051,7 +59141,7 @@ msgstr ""
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:102
msgid "gl_PointCoord"
msgstr ""
msgstr "gl_PointCoord"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:102
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:162
@@ -59074,7 +59164,7 @@ msgstr "gl_FrontFacing"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:104
msgid "FRONT_FACING"
msgstr ""
msgstr "FRONT_FACING"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:104
msgid "True if front face of primitive."

File diff suppressed because it is too large Load Diff

View File

@@ -31,7 +31,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2019-02-17 14:38+0000\n"
"PO-Revision-Date: 2019-02-28 08:14+0000\n"
"Last-Translator: 송태섭 <xotjq237@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ko/>\n"
@@ -3734,7 +3734,6 @@ msgid "Sprite animation"
msgstr "스프라이트 애니메이션"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:99
#, fuzzy
msgid ""
"Click on the ``Player`` node and add an :ref:`AnimatedSprite "
"<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle "
@@ -3748,12 +3747,12 @@ msgid ""
msgstr ""
"``Player`` 노드를 클릭하고 :ref:`AnimatedSprite <class_AnimatedSprite>` 노드"
"를 하위 노드로 추가합니다. ``AnimatedSprite``\\ 는 플레이어를 위한 외모와 애"
"니메이션을 다룰 것입니다. 노드 옆에 주의 기호가 있습니다. ``AnimatedSprite``"
"니메이션을 다룰 것입니다. 노드 옆에 주의 표시가 있습니다. ``AnimatedSprite``"
"\\ 는 표시할 수 있는 애니메이션 목록인 :ref:`SpriteFrames "
"<class_SpriteFrames>` 리소스가 필요합니다. 만들려면 인스펙터에서 ``Frames`` "
"속성을 찾아 \"<null>\" -> \"New SpriteFrames\"를 클릭합니다. 그런 다음 같은 "
"위치에서 ``<SpriteFrames>``\\ 를 클릭하고 \"에디터 열기\"를 클릭해 "
"\"SpriteFrames\" 패널을 엽니다:"
"속성을 찾아 \"[비었음]\" -> \" SpriteFrames\"를 클릭합니다. 그런 다음 같은 "
"위치에서 ``<SpriteFrames>``\\ 를 클릭하고 \"에디터 열기\"를 클릭해 \"스프라이"
"트 프레임\" 패널을 엽니다:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:111
msgid ""
@@ -3781,7 +3780,6 @@ msgstr ""
"세요. 인스펙터의 ``Node2D`` 에서 찾으실 수 있습니다."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:125
#, fuzzy
msgid ""
"Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child "
"of ``Player``. This will determine the player's \"hitbox\", or the bounds of "
@@ -3791,9 +3789,9 @@ msgid ""
"cover the sprite:"
msgstr ""
"마지막으로, :ref:`CollisionShape2D <class_CollisionShape2D>`\\ 를 ``Player``"
"\\ 의 자식으로 추가하세요. 이것이 플레이어의 \"히트박스\", 즉 충돌 영역의 범"
"를 결정합니다. 이 캐릭터에게는, ``CapsuleShape2D`` 노드가 가장 적합합니다, "
"러므로 인스펙터의 \"Shape\" 옆 \"<null>\"\" -> \"New CapsuleShape2D\" 를 클"
"\\ 의 자식으로 추가하세요. 이것이 플레이어의 \"hitbox\", 즉 충돌 영역의 범"
"를 결정합니다. 이 캐릭터에게는, ``CapsuleShape2D`` 노드가 가장 적합합니다, "
"러므로 인스펙터의 \"Shape\" 옆 \"<비었음>\"\" -> \" CapsuleShape2D\"를 클"
"릭하세요. 스프라이트를 덮도록 두 개의 크기 핸들로 크기를 조정하세요:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:134
@@ -10572,7 +10570,7 @@ msgstr "노드와 스크립트 오토로드는 이러한 필요를 충족시킵
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:39
msgid "AutoLoad"
msgstr "오토로드(AutoLoad)"
msgstr "오토로드"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:41
msgid ""
@@ -14073,6 +14071,8 @@ msgid ""
"signal and a method, binding the button instance to the connection. The "
"handler uses the bound argument to print which button instance was pressed."
msgstr ""
"다음은 버튼을 연결에 묶어서, 버튼의 ``pressed`` 시그널과 메서드를 연결하는 예"
"제입니다. handler는 눌린 버튼 인스턴스와 묶인 인수를 프린트 합니다."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534
msgid ""
@@ -14080,11 +14080,15 @@ msgid ""
"<class_Object_method_emit_signal>` method which broadcasts the signal and "
"arguments."
msgstr ""
"시그널은 시그널과 인수를 뿌리는 :ref:`Object.emit_signal() "
"<class_Object_method_emit_signal>` 메서드로 생성됩니다."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1537
msgid ""
"Extending a previous example to use all the features of GDScript signals:"
msgstr ""
"다음은 GDScript 시그널의 모든 기능을 사용하기 위해 이전 예제에서 확장된 것입"
"니다:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1569
msgid "Coroutines with yield"
@@ -17108,7 +17112,6 @@ msgid "C#"
msgstr "C#"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:6
#, fuzzy
msgid ""
"C# support is a new feature available since Godot 3.0. As such, you may "
"still run into some issues, or find spots where the documentation could be "
@@ -17124,7 +17127,6 @@ msgstr ""
"github.com/godotengine/godot-docs/issues>`_\\ 에서 보고해주세요."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:14
#, fuzzy
msgid ""
"This page provides a brief introduction to C#, both what it is and how to "
"use it in Godot. Afterwards, you may want to look at :ref:`how to use "
@@ -17134,9 +17136,9 @@ msgid ""
msgstr ""
"이 페이지는 C#에 대한 간단한 소개와 그것이 무엇인지, 그리고 그것을 Godot에서 "
"사용하는 방법을 제공합니다. 그런 다음, :ref:`특정 기능을 사용하는 방법 "
"<doc_c_sharp_features>`\\ 을 살펴보고, :ref:`C# 과 GDScript API의 차이점 "
"<doc_c_sharp_features>`\\ 을 원한다면, :ref:`C# 과 GDScript API의 차이점 "
"<doc_c_sharp_differences>`\\ 에 대해 읽고 단계별 튜토리얼의 :ref:`스크립팅 섹"
"션 <doc_scripting>`\\ 을 확인하세요."
"션 <doc_scripting>`\\ 을 (다시) 확인하세요."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:21
msgid ""
@@ -17167,7 +17169,6 @@ msgstr ""
"us/dotnet/csharp/index>`_\\ 를 보거나 다른 적합한 설명을 찾아보세요."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:36
#, fuzzy
msgid "Setting up C# for Godot"
msgstr "Godot에 C# 설치하기"
@@ -17180,10 +17181,16 @@ msgid ""
"<https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?"
"sku=BuildTools&rel=15>`_ instead."
msgstr ""
"`Visual Studio <https://visualstudio.microsoft.com/downloads/>`_\\ 의 최신 버"
"전을 다운로드 하고 설치하세요 (Visual Studio Code *아닙니다*), 여기에는 Godot"
"에서 C#을 사용하기 위한 기능들이 있습니다. Visual Studio IDE를 사용할 계획이 "
"없다면, 대신 `Visual Studio Build Tools <https://visualstudio.microsoft.com/"
"thank-you-downloading-visual-studio/?sku=BuildTools&rel=15>`_\\ 를 다운로드 "
"할 수 있습니다."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:50
msgid "macOS and Linux"
msgstr ""
msgstr "macOS와 리눅스"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:52
msgid ""
@@ -17193,43 +17200,44 @@ msgid ""
"Mono installation for NuGet and MSBuild which are required to use C# in "
"Godot."
msgstr ""
"`Mono SDK <http://www.mono-project.com/download/>`_\\ 의 최신 버전을 다운로"
"드 하고 설치하세요. Godot 3.1 베타 3에서부터, Godot는 자체적인 Mono 5.18 설치"
"를 포함하므로 버전 숫자는 문제가 되지 않습니다. Godot에서 C#을 사용하기 위해 "
"필요한 것은 NuGet과 MSBuild 용 Mono 설치 뿐입니다."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
#, fuzzy
msgid ""
"To download Mono on macOS, use the \"Stable Channel\" link from the `Mono "
"Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio "
"channel is an earlier version of Mono and will not work."
msgstr ""
"Mac에서 Mono v5.12+를 다운로드 하기 위해, `Mono 다운로드 페이지 <http://www."
"mono-project.com/download/>`_\\ 로 가서 \"Stable Channel\" 링크로 가세요. "
"Visual Studio 채널은 이전 버전의 Mono로 Godot 3.0.3 이상에서는 작동지 않"
"니다."
"macOS에서 Mono를 다운로드 하기 위해, `Mono 다운로드 페이지 <http://www.mono-"
"project.com/download/>`_\\ 로 가서 \"Stable Channel\" 링크로 가세요. Visual "
"Studio 채널은 이전 버전의 Mono로 작동지 않을 것입니다."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
#, fuzzy
msgid "Additional notes"
msgstr "추가 정보:"
msgstr "추가 정보"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
#, fuzzy
msgid ""
"Your Godot version must have Mono support enabled, so make sure to download "
"the **Mono version** of Godot. If you are building Godot from source, make "
"sure to follow the steps to enable Mono support in your build as outlined in "
"the :ref:`doc_compiling_with_mono` page."
msgstr ""
"소스에서 Godot를 빌드하는 경우, :ref:`doc_compiling_with_mono` 페이지에서 설"
"명된 Mono 지원이 포함된 빌드를 따르셔야 합니다."
"당신의 Godot 버전이 Mono를 지원해야 하는데, 그러기 위해 Godot의 **Mono 버전**"
"\\ 을 다운로드 해야 합니다. 소스에서 Godot를 빌드하는 경우, :ref:"
"`doc_compiling_with_mono` 페이지에서 설명하는 Mono 지원을 활성화 하는 순서를 "
"따라야 합니다."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72
#, fuzzy
msgid ""
"In summary, you must have installed Visual Studio or Mono (depending on your "
"operating system) **and** the Mono-enabled version of Godot."
msgstr ""
"요약하자면, 1) 현재 Godot 버전에 해당하는 Mono SDK 버전을 설치하고, 2) Godot"
"의 Mono 버전을 설치해야 합니다."
"요약하자면, Visual Studio나 Mono가 (운영체제에 맞게) 설치되어 있어야 하며 **"
"그리고** Mono를 사용할 수 있는 버전의 Godot이어야 합니다."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:76
msgid "Configuring an external editor"
@@ -19118,7 +19126,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:279
#: ../../docs/development/file_formats/tscn.rst:365
msgid "Animation"
msgstr "애니메이션(Animation)"
msgstr "애니메이션"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:8
msgid "Animation supported:"
@@ -64251,7 +64259,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:38
msgid "Visible Navigation"
msgstr "비게이션 보이기"
msgstr "비게이션 보이기"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:40
msgid "Navigation meshes and polygons will be visible on the running game."

View File

@@ -19,7 +19,7 @@
# Cochise César <cochisecesar@gmail.com>, 2018.
# Danilo Castro <danilo.moreira94@gmail.com>, 2018.
# Diego Schmidt <diegophh@gmail.com>, 2018.
# Dimenicius <vinicius.costa.92@gmail.com>, 2018.
# Dimenicius <vinicius.costa.92@gmail.com>, 2018-2019.
# Douglas Fiedler <dognew@gmail.com>, 2018.
# douglas neumeister <douglas.neumeister@gmail.com>, 2019.
# Eduardo Abreu <eduo.abreu@gmail.com>, 2018-2019.
@@ -63,6 +63,7 @@
# Mosca Morta <ewersonffranco@gmail.com>, 2018.
# Paulo Sergio Nogueira da Silva <paulozero357@gmail.com>, 2018.
# Pedro Silva <pedrosgregorio9@gmail.com>, 2018.
# Raphael Nogueira Campos <raphaelncampos@gmail.com>, 2019.
# Renato Lacerda <renato.ac.lacerda@gmail.com>, 2018.
# Renne Sampaio <rennesampaio97@gmail.com>, 2018-2019.
# Ricardo Héber R. L. Tenório <ricardo.heber@gmail.com>, 2019.
@@ -75,17 +76,19 @@
# Thiago R. Silvestrini <thiagorossi.s@gmail.com>, 2018.
# Tiago Almeida <thyagoeap@gmail.com>, 2019.
# Tiago A. Reul <tiago@reul.space>, 2018.
# Vinicius Silva da Cruz <lordehenry@gmail.com>, 2019.
# Vito Chiarella <vitochiarella@gmail.com>, 2018.
# Walrus Bane <Walrusbane524@gmail.com>, 2018.
# Walter Bolitto <wrcarval@live.com>, 2018.
# Wesley <wsplay357@gmail.com>, 2019.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2019-02-10 12:39+0000\n"
"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n"
"PO-Revision-Date: 2019-03-01 12:06+0000\n"
"Last-Translator: Dimenicius <vinicius.costa.92@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_BR/>\n"
"Language: pt_BR\n"
@@ -181,7 +184,7 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Engine Godot é um projeto de código aberto desenvolvido por uma comunidade "
"Godot Engine é um projeto de código aberto desenvolvido por uma comunidade "
"de voluntários. O time de documentação sempre pode ouvir seu retorno para "
"ajudar a melhorar os tutoriais e as referências de classes. Se você não "
"entendeu algo, ou não conseguiu encontrar o que procurava na documentação, "
@@ -327,7 +330,7 @@ msgid ""
"this documentation, so that you know where to start if you are a beginner or "
"where to look if you need info on a specific feature."
msgstr ""
"O objetivo dessa página é fornecer uma ampla apresentação do motor e do "
"O objetivo dessa página é fornecer uma ampla apresentação da engine e do "
"conteúdo desta documentação, para que você saiba por onde começar se for um "
"iniciante, ou onde procurar se precisar de informações sobre uma "
"funcionalidade específica."
@@ -616,7 +619,7 @@ msgid ""
"Also, see `the license page on the Godot website <https://godotengine.org/"
"license>`_."
msgstr ""
"Além disso, veja `a página Licença no site de Godot <https://godotengine.org/"
"Veja também a página da Licença no site de Godot <https://godotengine.org/"
"license>`_."
#: ../../docs/about/faq.rst:31
@@ -832,13 +835,15 @@ msgid ""
"once you see how powerful it is and rapid your development becomes, we think "
"GDScript will grow on you."
msgstr ""
"A resposta curta é que nós pensamos que complexidade adicional tanto no seu "
"lado (ao aprender Godot e GDScript pela primeira vez) quanto no nosso "
"(manutenção) vale a pena pela experiência mais integrada e homogênea ao "
"invés de atrair mais usuários com linguagens de programação familiares que "
"resultam em uma experiência inferior. Nós entendemos se você preferir usar "
"outra linguagem no Godot (veja acima a lista de opções suportadas), mas nós "
"encorajamos fortemente que você tente e veja os benefícios por si mesmo."
"Já que Godot é um projeto de código aberto, foi imperativo desde o começo "
"priorizar uma experiência mais integrada ao invés de atrair usuários "
"adicionais suportando linguagens de programação mais familiares--"
"especialmente quando suportar essas linguagens mais familiares resultaria em "
"uma experiência pior. Nós entendemos se você prefere usar alguma outra "
"linguagem no Godot (Veja a lista de opções suportadas acima). Com isso dito, "
"se você não tentou usar o GDScript, experimente por **três dias**. Assim "
"como Godot, uma vez que você vê o quão poderoso e rápido seu desenvolvimento "
"se torna, nos achamos que o GDScript irá crescer em você."
#: ../../docs/about/faq.rst:118
msgid ""
@@ -885,7 +890,7 @@ msgid ""
"inefficiency (Lua, Python, Squirrel, JS, etc.) We wanted to focus on a great "
"engine, not a great amount of integrations."
msgstr ""
"Algumas linguagens existentes têm interfaces horríveis para bindings ao C++, "
"Muitas linguagens existentes têm interfaces terríveis entre si e o C++, "
"resultando em uma grande quantidade de código, bugs, gargalos e ineficiência "
"em geral (Lua, Python, Squirrel, JS e etc). Nós queríamos focar em uma "
"engine incrível, e não em uma incrível quantidade de integrações."
@@ -3862,7 +3867,6 @@ msgid "Organizing the project"
msgstr "Organizando o projeto"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:45
#, fuzzy
msgid ""
"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and "
"``HUD``, which we will combine into the game's ``Main`` scene. In a larger "
@@ -3871,12 +3875,12 @@ msgid ""
"and scripts in the project's root folder, referred to as ``res://``. You "
"can see your project folders in the FileSystem Dock in the lower left corner:"
msgstr ""
"Neste projeto, vamos criar três cenas independentes: ``Jogador``, ``Turba`` "
"e ``HUD``, que combinaremos na cena ``Principal`` do jogo. Em um projeto "
"maior, pode ser útil criar pastas para armazenar as várias cenas e seus "
"roteiros, mas para este jogo relativamente pequeno, você pode salvar tudo na "
"pasta raiz, referenciada como ``res://``. Você pode ver as pastas do seu "
"projeto no painel Arquivos no canto superior esquerdo:"
"Neste projeto, vamos criar três cenas independentes: ``Jogador``, "
"``Inimigo`` e ``HUD``, que combinaremos na cena ``Principal`` do jogo. Em um "
"projeto maior, pode ser útil criar pastas para armazenar as várias cenas e "
"seus roteiros, mas para este jogo relativamente pequeno, você pode salvar "
"tudo na pasta raiz, referenciada como ``res://``. Você pode ver as pastas do "
"seu projeto no painel Arquivos no canto inferior esquerdo:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:56
msgid "Player scene"
@@ -3986,8 +3990,8 @@ msgstr ""
"do tipo :ref:`SpriteFrames <class_SpriteFrames>` (quadros de sprite), que é "
"uma lista das animações que ele pode mostrar. Para criar um, encontre a "
"propriedade ``Frames`` no Inspetor e clique em \"<null>\" -> \"Novo "
"SpriteFrames\". Em seguida, no mesmo local, clique em ``<SpriteFrames>`` "
"para abrir o painel \"SpriteFrames\":"
"SpriteFrames\". Em seguida, no mesmo local, clique em ``<SpriteFrames>``, "
"para abrir o painel \"Animações\":"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:111
msgid ""
@@ -4016,7 +4020,6 @@ msgstr ""
"no Inspetor na seção ``Node2D``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:125
#, fuzzy
msgid ""
"Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child "
"of ``Player``. This will determine the player's \"hitbox\", or the bounds of "
@@ -4025,9 +4028,9 @@ msgid ""
"\"New CapsuleShape2D\". Using the two size handles, resize the shape to "
"cover the sprite:"
msgstr ""
"Finalmente, adicione uma :ref:`CollisionShape2D <class_CollisionShape2D>` "
"(forma de colisão 2D) como filha de ``Jogador``. Isso determina a \"caixa de "
"pancada\" do jogador, ou seja, os limites da sua área de colisão. Para este "
"Finalmente, adicione um :ref:`CollisionShape2D <class_CollisionShape2D>` "
"(forma de colisão 2D) como filho de ``Jogador``. Isso determina a \"caixa de "
"acerto\" do jogador, ou seja, os limites da sua área de colisão. Para este "
"personagem, um nó ``CapsuleShape2D`` (forma cápsula 2D) é o que melhor se "
"encaixa. Então, ao lado de \"Shape\" (forma) no Inspetor, clique em \"<null>"
"\" -> \"Novo CapsuleShape2D\". Utilizando os dois manipuladores, "
@@ -4143,7 +4146,6 @@ msgid "Play the appropriate animation."
msgstr "Reprodução da animação apropriada."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:219
#, fuzzy
msgid ""
"First, we need to check for input - is the player pressing a key? For this "
"game, we have 4 direction inputs to check. Input actions are defined in the "
@@ -4236,7 +4238,6 @@ msgstr ""
"play()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:312
#, fuzzy
msgid ""
"Now that we have a movement direction, we can update the player's position "
"and use ``clamp()`` to prevent it from leaving the screen by adding the "
@@ -4307,7 +4308,6 @@ msgstr ""
"acima:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:399
#, fuzzy
msgid ""
"Play the scene again and check that the animations are correct in each of "
"the directions. When you're sure the movement is working correctly, add this "
@@ -4613,7 +4613,6 @@ msgid "See :ref:`doc_instancing` to learn more about instancing."
msgstr "Veja :ref:`doc_instancing` para aprender mais sobre instanciação."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:642
#, fuzzy
msgid ""
"Now, add the following nodes as children of ``Main``, and name them as shown "
"(values are in seconds):"
@@ -4742,18 +4741,16 @@ msgstr ""
"posição e uma direção aleatória ao longo do caminho."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:690
#, fuzzy
msgid "Main script"
msgstr "Script principal"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:692
#, fuzzy
msgid ""
"Add a script to ``Main``. At the top of the script, we use ``export "
"(PackedScene)`` to allow us to choose the Mob scene we want to instance."
msgstr ""
"Adicione um roteiro a ``Principal``. No começo do roteiro, nós usamos "
"``export (PackedScene)`` para nos permitir escolher a cena Turba que "
"Adicione um roteiro a ``Principal``. No começo do script, nós usamos "
"``export (PackedScene)`` para permitir-nos escolher a cena Inimigo que "
"queremos instanciar."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:732
@@ -4788,10 +4785,10 @@ msgid ""
"``StartTimer`` will start the other two timers. ``ScoreTimer`` will "
"increment the score by 1."
msgstr ""
"Agora, conecte o sinal ``timeout()`` (tempo esgotado) para cada um dos nós "
"de Timer (``StartTimer``, ``ScoreTimer`` ,and ``MobTimer``). ``StartTimer`` "
"irá iniciar os outros dois temporizadores. ``ScoreTimer`` irá incrementar a "
"pontuação de 1 em 1."
"Agora, conecte o sinal ``timeout()`` (tempo esgotado) de cada um dos nós de "
"Timer (``StartTimer``, ``ScoreTimer`` ,and ``MobTimer``) para o script "
"principal. ``StartTimer`` irá iniciar os outros dois temporizadores. "
"``ScoreTimer`` irá incrementar a pontuação em 1."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:799
#, fuzzy
@@ -4801,8 +4798,8 @@ msgid ""
"``PathFollow2D`` node will automatically rotate as it follows the path, so "
"we will use that to select the mob's direction as well as its position."
msgstr ""
"Em ``_on_MobTimer_timeout()``, vamos criar uma instância da turba, pegar um "
"local de início aleatório ao longo do ``Path2D``, e pôr a turba em "
"Em ``_on_MobTimer_timeout()``, vamos criar uma instância de inimigo, pegar "
"um local de início aleatório ao longo do ``Path2D``, e pôr o mob em "
"movimento. O nó ``PathFollow2D`` irá rotacionar automaticamente à medida em "
"que ele segue o caminho, então usaremos isso para escolher a direção do "
"inimigo, bem como sua posição."
@@ -10404,8 +10401,11 @@ msgid ""
"`Resource <class_Resource>` features:"
msgstr ""
"Isto apresenta várias vantagens distintas sobre estruturas de dados "
"alternativas como JSON, CSV ou arquivos TXT customizados. Os usuários podem "
"importar estes assets como um "
"alternativas como JSON, CSV ou arquivos TXT customizados. Os usuários "
"podem importar estes assets como um :ref:`Dictionary <class_Dictionary>` "
"(JSON) ou como um :ref:`File <class_File>`. O que diferencia os recursos são "
"suas características de herança de :ref:`Object <class_Object>`, :ref:"
"`Reference <class_Reference>` e :ref:`Resource <class_Resource>`:"
#: ../../docs/getting_started/step_by_step/resources.rst:165
#, fuzzy
@@ -14955,22 +14955,34 @@ msgid ""
"objects can listen to in a generic way. Create custom signals for a class "
"using the ``signal`` keyword."
msgstr ""
"Sinais são um modo de enviar mensagens de notificação de um objeto para que "
"outros objetos possam o ouvir de forma genérica. Crie sinais customizados "
"para uma classe usando a palavra-chave ``signal``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481
#, fuzzy
msgid ""
"These signals may be connected to methods in the same manner as you connect "
"built-in signals of nodes such as :ref:`class_Button` or :ref:"
"`class_RigidBody`."
msgstr ""
"Esses sinais podem ser conectados aos métodos da mesma forma com que você "
"conecta sinais embutidos de nós como :ref:`class_Button` ou :ref:"
"`class_RigidBody`."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1484
#, fuzzy
msgid ""
"Here's an example that creates a custom signal in one script and connects "
"the custom signal to a method in a separate script, using the :ref:`Object."
"connect() <class_Object_method_connect>` method:"
msgstr ""
"Aqui está um exemplo que cria um sinal personalizado em um script e conecta "
"o sinal ao método em um script separado,, using o método :ref:`Object."
"connect() <class_Object_method_connect>`:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1513
#, fuzzy
msgid ""
"GDScript can bind arguments to connections between a signal and a method. "
"When the signal is emitted, calling the connected method, the bound argument "
@@ -14978,25 +14990,35 @@ msgid ""
"rather than the signal or the method, meaning that each connection has "
"unique bindings."
msgstr ""
"GDScript pode passar argumentos a conexões entre um sinal e um método. "
"Quando o sinal é emitido, chamando o método conectado, o argumento é dado ao "
"método. Esses argumentos são específicos"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1519
#, fuzzy
msgid ""
"Here is an example that creates a connection between a button's ``pressed`` "
"signal and a method, binding the button instance to the connection. The "
"handler uses the bound argument to print which button instance was pressed."
msgstr ""
msgstr "Aqui está um exemplo que cria uma conexão entre um botão"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534
#, fuzzy
msgid ""
"Signals are generated by the :ref:`Object.emit_signal() "
"<class_Object_method_emit_signal>` method which broadcasts the signal and "
"arguments."
msgstr ""
"Sinais são gerados pelo método :ref:`Object.emit_signal() "
"<class_Object_method_emit_signal>` que broadcasts o sinal e argumentos."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1537
#, fuzzy
msgid ""
"Extending a previous example to use all the features of GDScript signals:"
msgstr ""
"Extendendo um exemplo anterior para usar todas as características dos sinais "
"em GDScript."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1569
msgid "Coroutines with yield"
@@ -18321,6 +18343,7 @@ msgid "Setting up C# for Godot"
msgstr "Configuração do C# para Godot"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:41
#, fuzzy
msgid ""
"Download and install the latest version of `Visual Studio <https://"
"visualstudio.microsoft.com/downloads/>`_ (*not* Visual Studio Code), which "
@@ -18329,12 +18352,17 @@ msgid ""
"<https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?"
"sku=BuildTools&rel=15>`_ instead."
msgstr ""
"Baixe e instale a última versão do `Visual Studio <https://visualstudio."
"microsoft.com/downloads/>`_ (*não* o Visual Studio Code), que contém "
"utilidades requeridas para se usar C# em Godot."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:50
#, fuzzy
msgid "macOS and Linux"
msgstr ""
msgstr "macOS e Linux"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:52
#, fuzzy
msgid ""
"Download and install the latest version of the `Mono SDK <http://www.mono-"
"project.com/download/>`_. As of Godot 3.1 beta 3, the version number doesn't "
@@ -18342,6 +18370,8 @@ msgid ""
"Mono installation for NuGet and MSBuild which are required to use C# in "
"Godot."
msgstr ""
"Baixe e instale a última versão do `Mono SDK <http://www.mono-project.com/"
"download/>`_."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
#, fuzzy
@@ -18407,11 +18437,12 @@ msgstr ""
"``Editor`` e, nessa página, escolha seu editor externo de sua preferência."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87
#, fuzzy
msgid ""
"If you are using Visual Studio Code, ensure you download and install the `C# "
"extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode."
"csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr ""
msgstr "Se você está usando Visual Studio Code,"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
msgid "Creating a C# script"
@@ -18608,10 +18639,13 @@ msgstr ""
"suportado"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
#, fuzzy
msgid ""
"State is currently not saved and restored when hot-reloading, with the "
"exception of exported variables."
msgstr ""
"Atualmente o estado não é salvo e restaurado durante o \"hot-reloading\", "
"com exceção das variáveis exportadas."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:206
#, fuzzy
@@ -18633,6 +18667,8 @@ msgid ""
"Attached C# scripts should refer to a class that has a class name that "
"matches the file name."
msgstr ""
"Os scripts C # anexados devem se referir a uma classe que tenha um nome de "
"classe que corresponda ao nome do arquivo."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216
msgid "Performance of C# in Godot"
@@ -20490,33 +20526,35 @@ msgstr "**1. Mude o espaço de trabalho para 'Dope Sheet'**"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:23
msgid "**2. Stash the active action**"
msgstr ""
msgstr "**2. Esconder a ação ativa**"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:25
msgid "The stashed action, while not active, will still be exported."
msgstr ""
msgstr "A ação oculta, enquanto desativada, ainda será exportada."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:29
msgid "**3. Check stashed actions in 'NLA Editor' [optional]**"
msgstr ""
msgstr "**3. Verificar as ações ocultas no 'NLA Editor' [opcional]**"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:31
msgid "Switch workspace to 'NLA Editor'."
msgstr ""
msgstr "Trocar área de trabalho para 'NLA Editor'."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:35
msgid "Make sure all stashed actions are muted."
msgstr ""
msgstr "Assegure-se que todas ações ocultas estão silenciadas."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:39
msgid "**4. Export the scene**"
msgstr ""
msgstr "**4. Exporte a cena**"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41
msgid ""
"All the stashed actions, as well as the active action, are exported to an "
"AnimationPlayer."
msgstr ""
"Todas as ações ocultas, assim como as ações ativas, são exportadas para um "
"AnimationPlayer."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:48
#, fuzzy
@@ -20530,6 +20568,10 @@ msgid ""
"object has some constraint; if it does, all the constraints are baked into "
"every action the object has and then exported."
msgstr ""
"Às vezes, a animação complicada é construída com restrição de objetos; Um "
"exemplo usual é a cinemática inversa. O complemento verifica automaticamente "
"se um objeto tem alguma restrição; se isso acontecer, todas as restrições "
"serão inseridas em todas suas ações e depois exportadas."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:56
#, fuzzy
@@ -20550,7 +20592,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:64
msgid "**Mode 'Animation as Actions'**"
msgstr ""
msgstr "**Modo 'Animação como Ações'**"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:66
msgid ""
@@ -21039,7 +21081,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
#: ../../docs/tutorials/3d/spatial_material.rst:19
msgid "Flags"
msgstr ""
msgstr "Bandeiras"
#: ../../docs/getting_started/workflow/assets/importing_images.rst:88
msgid ""
@@ -21067,7 +21109,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
msgid "Repeating can optionally be set to mirrored mode."
msgstr ""
msgstr "A repetição pode ser definida opcionalmente para o modo espelhado."
#: ../../docs/getting_started/workflow/assets/importing_images.rst:98
msgid "Filter"

View File

@@ -4,10 +4,12 @@
#
# Aleksey Terentyev <terentjew.alexey@ya.ru>, 2018.
# Alex Afterlife <main-site-maker@yandex.ru>, 2018-2019.
# Alexander <loginrus@mail.ru>, 2019.
# Alexander Danilov <modos189@protonmail.com>, 2019.
# Alexander Pushkar <alexanderpushkar86@gmail.com>, 2018.
# Alexandr Eremeev <ae125529@gmail.com>, 2019.
# Alex <snimalovo@gmail.com>, 2018.
# Allan Nordhøy <epost@anotheragency.no>, 2019.
# Anatolich <rva.moscow@gmail.com>, 2018.
# Andrii Doroshenko <xrayez@gmail.com>, 2018.
# Anton Ivanov <sylaralastr@gmail.com>, 2018.
@@ -60,6 +62,7 @@
# Аркадий Авас <savvot@gmail.com>, 2018.
# Аслан Снупов <aslan170505@gmail.com>, 2018.
# Влад Афонин (Midnightcoder) <afonin.com123@gmail.com>, 2018.
# Дарисон ДиДжей Младший <xd02-02@mail.ru>, 2019.
# Дмитрий Ефимов <daefimov@gmail.com>, 2018.
# Егор Бураков <fend.q@mail.ru>, 2018.
# Егор Рябуха (REgorion) <ryrgor@gmail.com>, 2018.
@@ -70,14 +73,15 @@
# Озвучивает R2 <magabumbum@gmail.com>, 2018.
# Олег Бених <xlegioner@gmail.com>, 2019.
# Семён Рассохин <forzcross@gmail.com>, 2018.
# Сергей <anaxronik@gmail.com>, 2019.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2019-02-13 05:10+0000\n"
"Last-Translator: Chaosus89 <chaosus89@gmail.com>\n"
"PO-Revision-Date: 2019-03-01 12:06+0000\n"
"Last-Translator: Александр <sashnos98@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ru/>\n"
"Language: ru\n"
@@ -3255,7 +3259,6 @@ msgid "Notifications"
msgstr "Уведомления"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:153
#, fuzzy
msgid ""
"Godot has a system of notifications. These are usually not needed for "
"scripting, as it's too low-level and virtual functions are provided for most "
@@ -3264,7 +3267,7 @@ msgid ""
"your script:"
msgstr ""
"Godot имеет систему уведомлений. Они, как правило, не нужны для сценариев, "
"так как это слишком низкоуровневые и для большинства из них есть виртуальные "
"так как они слишком низкоуровневые и для большинства из них есть виртуальные "
"функции. Просто приятно знать, что они существуют. Например, можно добавить :"
"ref:`Object._notification() <class_Object_method__notification>` в вашем "
"сценарии:"
@@ -3975,15 +3978,15 @@ msgid ""
"``<SpriteFrames>``, then click \"Open Editor\" to open the \"SpriteFrames\" "
"panel:"
msgstr ""
"Нажмите на узел ``Player`` и добавьте ему дочерний узел :ref:`AnimatedSprite "
"<class_AnimatedSprite>`. ``AnimatedSprite`` будет обрабатывать внешний вид и "
"анимацию для нашего игрока. Обратите внимание, что рядом с узлом есть "
"предупреждающий символ. Для ``AnimatedSprite`` нужен ресурс :ref:"
"`SpriteFrames <class_SpriteFrames>`, который представляет собой список "
"анимаций, которые он может отображать. Чтобы создать его, найдите свойство "
"``Frames`` в инспекторе и нажмите \"<null>\" -> \"Новый SpriteFrames\". "
"Затем, в том же месте, нажмите ``<SpriteFrames>``, чтобы открыть панель "
"\"SpriteFrames\":"
"Нажмите на вкладке '' игрок '' и добавить: ref: «AnimatedSprite "
"<class_AnimatedSprite>» узел в детстве. '' AnimatedSprite'' будет "
"обрабатывать внешний вид и анимации для наших игроков. Обратите внимание, "
"что символ предупреждения рядом с узлом. '' AnimatedSprite'' требует: ref: "
"«SpriteFrames <class_SpriteFrames>» ресурс, который представляет собой "
"список может отображать анимацию. Чтобы создать один, найдите свойство '' "
"рамы '' в окне инспектора и нажмите «[Очистить]»-> «Новых SpriteFrames». "
"Далее в том же месте, нажмите кнопку '' <SpriteFrames>'', а затем нажмите "
"кнопку «Открыть редактор», чтобы открыть панель «SpriteFrames»:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:111
msgid ""
@@ -14884,6 +14887,9 @@ msgid ""
"built-in signals of nodes such as :ref:`class_Button` or :ref:"
"`class_RigidBody`."
msgstr ""
"Эти сигналы могут быть связаны с методами способом, схожим с тем, который вы "
"используете для соединения с встроенными сигналами узлов, таких как :ref:"
"`class_Button` или :ref:`class_RigidBody`."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1484
msgid ""
@@ -14914,11 +14920,16 @@ msgid ""
"<class_Object_method_emit_signal>` method which broadcasts the signal and "
"arguments."
msgstr ""
"Сигналы генерируются с помощью метода :ref:`Object.emit_signal() "
"<class_Object_method_emit_signal>`, который способен рассылать сигнал и "
"аргументы."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1537
msgid ""
"Extending a previous example to use all the features of GDScript signals:"
msgstr ""
"Дополнение предыдущего примера использованием всех особенностей сигналов "
"GDScript:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1569
#, fuzzy
@@ -15257,7 +15268,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:203
msgid "And in GDScript:"
msgstr "И в GDScript:\n"
msgstr "И в GDScript:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:212
msgid ""
@@ -57246,7 +57257,7 @@ msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:4
msgid "VR starter tutorial"
msgstr ""
msgstr "Гайд для начинающих в ВР"
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:11
msgid ""
@@ -57254,6 +57265,9 @@ msgid ""
"intent of this tutorial is to give you an idea on how to make VR games in "
"Godot."
msgstr ""
"Эта серия уроков покажет вам, как сделать простую VR-игру / проект. Цель "
"этого урока - дать вам представление о том, как создавать виртуальные игры в "
"Godot."
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:14
msgid ""
@@ -57262,12 +57276,17 @@ msgid ""
"iterations to get this right, but there are a few things you can do to make "
"it easier:"
msgstr ""
"Имейте в виду, одна из самых важных вещей при создании VR-контента - это "
"правильная шкала измерений! Для этого может понадобиться много практики и "
"правок, но есть несколько вещей, которые вам помогут:"
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:17
msgid ""
"In VR, 1 unit is often considered 1 meter. If you design your assets around "
"that standard, you can save yourself a lot of headache."
msgstr ""
"В VR 1 единица измерения часто считается 1 метром. Старайтесь разрабатывать "
"свои проекты в соответствии с этим стандартом."
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:18
msgid ""
@@ -57275,22 +57294,29 @@ msgid ""
"world distances. In Blender, you can use the MeasureIt add-on; in Maya, you "
"can use the Measure Tool."
msgstr ""
"В вашей программе 3D-моделирования посмотрите, есть ли способ использования "
"единиц измерения расстояний реального мира. В Blender вы можете использовать "
"дополнение MeasureIt; в Maya вы можете использовать инструмент Measure."
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:19
msgid ""
"You can make rough models using a tool like `Google Blocks <https://vr."
"google.com/blocks/>`_, and then refine in another 3D modelling program."
msgstr ""
"Вы можете создавать грубые модели, используя такой инструмент, как Google "
"Blocks, а затем улучшать их в другой программе 3D-моделирования."
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:20
msgid ""
"Test often, as the assets can look dramatically different in VR than on a "
"flat screen!"
msgstr ""
"Тестируйте часто, так как ресурсы могут выглядеть значительно иначе в VR, "
"чем на плоском экране!"
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:22
msgid "Throughout the course of this tutorial, we will cover:"
msgstr ""
msgstr "На протяжении всего курса мы рассмотрим:"
#: ../../docs/tutorials/vr/vr_starter_tutorial.rst:24
msgid "How to tell Godot to run in VR."

View File

@@ -7,6 +7,7 @@
# Can Delibaş <candelibas96@gmail.com>, 2018.
# Ceyhun Sezenoglu <sezenoglu@gmail.com>, 2018.
# ege1212 <owlphp@gmail.com>, 2019.
# Gökhan Ersümer <gokhanersumer@gmail.com>, 2019.
# İlker Civelek <ilkercivelek34@gmail.com>, 2018.
# Mehmet Akif Duba <dubamehmetakif@gmail.com>, 2019.
# monolifed <monolifed@gmail.com>, 2018.
@@ -21,8 +22,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2019-02-13 05:10+0000\n"
"Last-Translator: ege1212 <owlphp@gmail.com>\n"
"PO-Revision-Date: 2019-03-01 12:06+0000\n"
"Last-Translator: Gökhan Ersümer <gokhanersumer@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/tr/>\n"
"Language: tr\n"
@@ -82,6 +83,9 @@ msgid ""
"\"latest\" (development) branch, but should be suitable to learn how to use "
"stable Godot releases nevertheless."
msgstr ""
"Şu an için, yerelleştirilmiş çeviriler sadece \"en son\" (geliştirme) dalı "
"için mevcuttur, fakat yine de Godot kararlı sürümlerinin nasıl "
"kullanılacağının öğrenilmesi için uygun olmalıdır."
#: ../../docs/index.rst:29
msgid ""

View File

@@ -5,14 +5,15 @@
# 01lifeleft <01lifeleft@gmail.com>, 2018.
# 38569459 <xxx38569459@gmail.com>, 2018.
# mth2610 <mth2610@gmail.com>, 2018.
# TyTYct Hihi <tytyct@gmail.com>, 2019.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2018-10-05 02:39+0000\n"
"Last-Translator: 01lifeleft <01lifeleft@gmail.com>\n"
"PO-Revision-Date: 2019-03-01 12:06+0000\n"
"Last-Translator: TyTYct Hihi <tytyct@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/vi/>\n"
"Language: vi\n"
@@ -20,10 +21,9 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 3.2-dev\n"
"X-Generator: Weblate 3.5-dev\n"
#: ../../docs/index.rst:2
#, fuzzy
msgid "Godot Docs *master* branch"
msgstr "Tài liệu - nhánh *chính*"
@@ -32,9 +32,10 @@ msgid ""
"Godot's documentation is available in various languages and versions. Expand "
"the \"Read the Docs\" panel at the bottom of the sidebar to see the list."
msgstr ""
"Tài liệu của Godot có các ngôn ngữ và phiên bản khác nhau. Mở rộng bảng "
"\"Đọc tài liệu\" ở dưới cùng của thanh bên để xem danh sách."
#: ../../docs/index.rst:10
#, fuzzy
msgid ""
"This is the documentation for the development (master) branch. Looking for "
"the documentation of the current **stable** branch? `Have a look here "
@@ -50,6 +51,9 @@ msgid ""
"docs.godotengine.org/en/latest>`_ by community members on `Weblate <https://"
"hosted.weblate.org/projects/godot-engine/godot-docs>`_."
msgstr ""
"Tài liệu này được dịch từ `bản gốc tiếng Anh <https://docs.godotengine.org/"
"en/latest>` _ bởi các thành viên cộng đồng trên` WebTable <https://hosted."
"weblate.org/projects/godot-engine/ godot-docs> `_."
#: ../../docs/index.rst:20
msgid ""
@@ -58,6 +62,10 @@ msgid ""
"community by providing new translations or reviewing existing ones on "
"Weblate."
msgstr ""
"Tùy thuộc vào mức độ hoàn thành của nỗ lực dịch thuật, bạn có thể tìm thấy "
"các đoạn hoặc toàn bộ trang vẫn bằng tiếng Anh. Bạn có thể giúp cộng đồng "
"bằng cách cung cấp các bản dịch mới hoặc xem xét các bản dịch hiện có trên "
"WebTable."
#: ../../docs/index.rst:25
msgid ""
@@ -65,9 +73,11 @@ msgid ""
"\"latest\" (development) branch, but should be suitable to learn how to use "
"stable Godot releases nevertheless."
msgstr ""
"Hiện tại, các bản dịch được bản địa hóa chỉ có sẵn cho nhánh \"mới nhất"
"\" (phát triển), nhưng vẫn phù hợp để tìm hiểu cách sử dụng các bản phát "
"hành Godot ổn định."
#: ../../docs/index.rst:29
#, fuzzy
msgid ""
"Welcome to the official documentation of Godot Engine, the free and open "
"source community-driven 2D and 3D game engine! If you are new to this "
@@ -81,18 +91,16 @@ msgstr ""
"thiệu để có cái nhìn tổng quan về tài liệu này."
#: ../../docs/index.rst:34
#, fuzzy
msgid ""
"The table of contents below and in the sidebar should let you easily access "
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"Phần mục lục ở dưới đây và bên cạnh sẽ giúp bạn dễ dàng truy cập đến những "
"chủ đề bạn thích. Bạn cũng có thể dùng chức năng tìm kiếm ở góc trên bên "
"trái."
"Phần mục lục ở dưới đây và thanh bên cạnh sẽ giúp bạn dễ dàng truy cập đến "
"những chủ đề bạn thích. Bạn cũng có thể dùng chức năng tìm kiếm ở góc trên "
"bên trái."
#: ../../docs/index.rst:38
#, fuzzy
msgid ""
"Godot Engine is an open source project developed by a community of "
"volunteers. The documentation team can always use your feedback and help to "
@@ -102,11 +110,10 @@ msgid ""
msgstr ""
"Godot Engine là 1 dự án mã nguồn mở được phát triển bởi các tình nguyện "
"viên. Những phản hồi của bạn được dùng để giúp cải thiện các bài hướng dẫn "
"và tham chiếu. Nếu bạn không hiểu 1 điều gì đó hoặc không tìm được thứ bạn "
"muốn, xin hãy cho chúng tôi biết."
"và các lớp tham chiếu. Nếu bạn không hiểu 1 điều gì đó hoặc không tìm được "
"thứ bạn muốn, xin hãy cho chúng tôi biết."
#: ../../docs/index.rst:45
#, fuzzy
msgid ""
"Submit an issue or pull request on the `GitHub repository <https://github."
"com/godotengine/godot-docs/issues>`_, help us `translate the documentation "
@@ -124,28 +131,23 @@ msgstr ""
"channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:59
#, fuzzy
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr "Phần tài liệu chính của trang được tổ chức như sau:"
#: ../../docs/index.rst:61 ../../docs/community/resources.rst:9
#, fuzzy
msgid "General"
msgstr "Tổng quan"
#: ../../docs/index.rst:69
#, fuzzy
msgid "Getting started"
msgstr "Khởi động"
msgstr "Bắt đầu"
#: ../../docs/index.rst:80 ../../docs/community/tutorials.rst:4
#, fuzzy
msgid "Tutorials"
msgstr "Hướng dẫn"
#: ../../docs/index.rst:106
#, fuzzy
msgid "Development"
msgstr "Nhà phát triển"
@@ -154,7 +156,6 @@ msgid "Creating Content"
msgstr "Tạo nội dung"
#: ../../docs/index.rst:123 ../../docs/community/index.rst:2
#, fuzzy
msgid "Community"
msgstr "Cộng đồng"
@@ -162,7 +163,6 @@ msgstr "Cộng đồng"
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
#: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7
#: ../../docs/development/cpp/variant_class.rst:7
#, fuzzy
msgid "About"
msgstr "Thông tin"
@@ -248,7 +248,6 @@ msgstr ""
"kỳ nền tảng nào mà không hề bị hạn chế khi sử dụng."
#: ../../docs/about/introduction.rst:16
#, fuzzy
msgid ""
"This page gives a broad presentation of the engine and of the contents of "
"this documentation, so that you know where to start if you are a beginner or "
@@ -264,7 +263,6 @@ msgid "About Godot Engine"
msgstr "Về Godot Engine"
#: ../../docs/about/introduction.rst:23
#, fuzzy
msgid ""
"A game engine is a complex tool, and it is therefore difficult to present "
"Godot in a few words. Here's a quick synopsis, which you are free to reuse "
@@ -275,7 +273,6 @@ msgstr ""
"của chúng tôi, bạn có thể sử dụng lại nó nếu cần viết nhanh về Godot Engine."
#: ../../docs/about/introduction.rst:27
#, fuzzy
msgid ""
"Godot Engine is a feature-packed, cross-platform game engine to create 2D "
"and 3D games from a unified interface. It provides a comprehensive set of "
@@ -324,7 +321,6 @@ msgid "About the documentation"
msgstr "Về bộ tài liệu"
#: ../../docs/about/introduction.rst:48
#, fuzzy
msgid ""
"This documentation is continuously written, corrected, edited, and revamped "
"by members of the Godot Engine community. It is edited via text files in the "
@@ -341,7 +337,6 @@ msgstr ""
"doc.org>`_ và `ReadTheDocs <https://readthedocs.org/>`_ ."
#: ../../docs/about/introduction.rst:55
#, fuzzy
msgid ""
"You can contribute to Godot's documentation by opening issue tickets or "
"sending patches via pull requests on its GitHub `source repository <https://"
@@ -365,7 +360,6 @@ msgstr ""
"của \"Juan Linietsky, Ariel Manzur và cộng đồng Godot Engine \"."
#: ../../docs/about/introduction.rst:66
#, fuzzy
msgid "Organization of the documentation"
msgstr "Cách tổ chức của bộ tài liệu"
@@ -388,7 +382,6 @@ msgstr ""
"phần mềm, lịch sử, giấy phép, tác giả, vv. Nó cũng chứa :ref:`doc_faq`."
#: ../../docs/about/introduction.rst:75
#, fuzzy
msgid ""
"The :ref:`sec-learn` section is the main *raison d'être* of this "
"documentation, as it contains all the necessary information on using the "

View File

@@ -26,7 +26,7 @@
# kirk_king <kirk_kpt@163.com>, 2018.
# MrNewWorld <xcc1997@gmail.com>, 2018.
# neko mtclaw <mitsuclaws@gmail.com>, 2018.
# Oberon Zheng <360119124@qq.com>, 2018.
# Oberon Zheng <360119124@qq.com>, 2018-2019.
# plumsky <x-wolf@163.com>, 2018.
# pokemonchw <admin@byayoi.org>, 2018.
# py_co <py_co@outlook.com>, 2018.
@@ -59,8 +59,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: 2019-02-18 08:22+0000\n"
"Last-Translator: yzt <834950797@qq.com>\n"
"PO-Revision-Date: 2019-03-01 12:05+0000\n"
"Last-Translator: Oberon Zheng <360119124@qq.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/zh_Hans/>\n"
"Language: zh_CN\n"
@@ -3409,7 +3409,6 @@ msgstr ""
"`doc_scenes_and_nodes` ,那么赶紧看看,以了解如何设置项目并使用编辑器。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:38
#, fuzzy
msgid ""
"This game will use portrait mode, so we need to adjust the size of the game "
"window. Click on Project -> Project Settings -> Display -> Window and set "
@@ -16152,6 +16151,9 @@ msgid ""
"Mono installation for NuGet and MSBuild which are required to use C# in "
"Godot."
msgstr ""
"下载并安装最新版本的 `Mono SDK <http://www.mono-project.com/download/>`_ 。对"
"于Godot 3.1 beta 3下载的哪个版本都无所谓因为Godot自身就捆绑了Mono 5.18的"
"安装。我们只需要为NuGet和MSBuild安装Mono就可以那正是Godot中C#需要的。"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
#, fuzzy
@@ -16216,6 +16218,9 @@ msgid ""
"extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode."
"csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr ""
"如果你在使用Visual Studio Code请确保下载了 `C# 插件 <https://marketplace."
"visualstudio.com/items?itemName=ms-vscode.csharp>`_ 以启用诸如IntelliSense和"
"语法高亮的特性。"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
msgid "Creating a C# script"
@@ -16393,7 +16398,7 @@ msgstr "目前尚不支持在C#中编写编辑器插件和工具脚本"
msgid ""
"State is currently not saved and restored when hot-reloading, with the "
"exception of exported variables."
msgstr ""
msgstr "在热重装中,当前状态不会得到保存并且会被恢复,除了已经导出的变量之外。"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:206
#, fuzzy
@@ -16413,7 +16418,7 @@ msgstr ""
msgid ""
"Attached C# scripts should refer to a class that has a class name that "
"matches the file name."
msgstr ""
msgstr "附加C#脚本需要引用一个类,该类名需要匹配其文件名。"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216
msgid "Performance of C# in Godot"
@@ -21623,6 +21628,8 @@ msgid ""
"GDScript's multi-line strings, surrounded by 3 quotes ``\"\"\"`` as in "
"``my_func3()`` above, are useful to keep JavaScript code readable."
msgstr ""
"GDScript中的多行字符串由三双引号 ``\"\"\"`` 包围,如同上文中的 "
"``my_func3()`` 那样有助于保证JavaScript代码的可读性。"
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:223
msgid ""
@@ -21850,6 +21857,9 @@ msgid ""
"outlining the best practices should help users feel less confused as they "
"further explore Godot's depth."
msgstr ""
"本教程系列旨在讲解Godot预期的工作流程换言之就是定义一个游戏API的“最佳实"
"践”。Godot允许我们设计项目代码和场景结构时注入大量的灵活性。每个方法都有其自"
"身的优势和缺点因此概述最佳实践有助于用户在未来探索Godot的道路上消解困惑。"
#: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:13
msgid ""
@@ -21861,6 +21871,10 @@ msgid ""
"advantages and disadvantages of each option, and then highlights the best "
"course of action depending on the circumstances."
msgstr ""
"本系列也意在帮助用户考虑如何以最好的方式去解读这种实践。我们无法给出一个人在"
"任意一种项目设计决策中的普适性概览,正因如此,每一篇文章会把问题分解成它们自"
"身提出的多个基本问题,并建议其可行的解决方案,分析各种选择的利弊,并之后依实"
"际情况强调采取最佳策略。"
#: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:21
msgid ""