From 1e16857f0d4d6fa41225afe2f1d2af884d43f1b3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 10 May 2024 15:33:29 +0200 Subject: [PATCH] Sync Sphinx and Weblate templates with current docs (4.2) --- .../about/complying_with_licenses.pot | 2 +- sphinx/templates/about/docs_changelog.pot | 2 +- sphinx/templates/about/faq.pot | 4 +- sphinx/templates/about/introduction.pot | 2 +- sphinx/templates/about/list_of_features.pot | 7 +- sphinx/templates/about/release_policy.pot | 25 +- .../templates/about/system_requirements.pot | 382 +-- .../community/asset_library/index.pot | 2 +- .../asset_library/submitting_to_assetlib.pot | 3 +- .../asset_library/using_assetlib.pot | 17 +- .../asset_library/what_is_assetlib.pot | 2 +- sphinx/templates/community/channels.pot | 2 +- sphinx/templates/community/tutorials.pot | 2 +- ...best_practices_for_engine_contributors.pot | 2 +- .../development/code_style_guidelines.pot | 2 +- .../compiling/compiling_for_android.pot | 2 +- 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.../shader_reference/canvas_item_shader.pot | 2 +- .../shaders/shader_reference/fog_shader.pot | 2 +- .../shaders/shader_reference/index.pot | 2 +- .../shader_reference/particle_shader.pot | 2 +- .../shader_reference/shader_preprocessor.pot | 2 +- .../shader_reference/shading_language.pot | 7 +- .../shaders/shader_reference/sky_shader.pot | 52 +- .../shader_reference/spatial_shader.pot | 2 +- .../tutorials/shaders/shaders_style_guide.pot | 4 +- .../shaders/using_viewport_as_texture.pot | 2 +- .../tutorials/shaders/visual_shaders.pot | 7 +- .../shaders/your_first_shader/index.pot | 2 +- .../your_first_2d_shader.pot | 2 +- .../your_first_3d_shader.pot | 2 +- .../your_second_3d_shader.pot | 2 +- .../templates/tutorials/troubleshooting.pot | 3 +- .../tutorials/ui/bbcode_in_richtextlabel.pot | 6 +- .../tutorials/ui/control_node_gallery.pot | 2 +- .../tutorials/ui/custom_gui_controls.pot | 2 +- .../templates/tutorials/ui/gui_containers.pot | 2 +- .../templates/tutorials/ui/gui_navigation.pot | 2 +- .../templates/tutorials/ui/gui_skinning.pot | 2 +- .../ui/gui_theme_type_variations.pot | 2 +- .../tutorials/ui/gui_using_fonts.pot | 11 +- .../tutorials/ui/gui_using_theme_editor.pot | 2 +- sphinx/templates/tutorials/ui/index.pot | 2 +- .../tutorials/ui/size_and_anchors.pot | 2 +- .../tutorials/xr/basic_xr_locomotion.pot | 2 +- .../tutorials/xr/deploying_to_android.pot | 2 +- sphinx/templates/tutorials/xr/index.pot | 2 +- .../tutorials/xr/introducing_xr_tools.pot | 2 +- .../tutorials/xr/openxr_hand_tracking.pot | 2 +- .../tutorials/xr/openxr_passthrough.pot | 2 +- .../templates/tutorials/xr/setting_up_xr.pot | 2 +- .../templates/tutorials/xr/xr_action_map.pot | 4 +- .../templates/tutorials/xr/xr_room_scale.pot | 2 +- weblate/docs.pot | 2519 +++++++++-------- 461 files changed, 2890 insertions(+), 3768 deletions(-) diff --git a/sphinx/templates/about/complying_with_licenses.pot b/sphinx/templates/about/complying_with_licenses.pot index b7df81ce35..b2fd7a80bd 100644 --- a/sphinx/templates/about/complying_with_licenses.pot +++ b/sphinx/templates/about/complying_with_licenses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 9c44e59e81..be3897357a 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index a0c2d6b2b9..9e912af343 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/about/faq.rst:1 +#: ../../docs/about/faq.rst:-1 msgid "FAQ" msgstr "" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 676cb0b114..ca89dfbae9 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/list_of_features.pot b/sphinx/templates/about/list_of_features.pot index f02aedd4b4..b12e5b33a8 100644 --- a/sphinx/templates/about/list_of_features.pot +++ b/sphinx/templates/about/list_of_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -472,7 +472,6 @@ msgid "Adjustable light \"size\" for fake area lights (will also make shadows bl msgstr "" #: ../../docs/about/list_of_features.rst:216 -#: ../../docs/about/list_of_features.rst:292 msgid "Optional distance fade system to fade distant lights and their shadows, improving performance." msgstr "" @@ -608,6 +607,10 @@ msgstr "" msgid "Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally)." msgstr "" +#: ../../docs/about/list_of_features.rst:292 +msgid "Optional distance fade system to fade distant decals, improving performance." +msgstr "" + #: ../../docs/about/list_of_features.rst:293 msgid "When using the Forward+ backend (default on desktop), decals are rendered with clustered forward optimizations to decrease their individual cost. Clustered rendering also lifts any limits on the number of decals that can be used on a mesh." msgstr "" diff --git a/sphinx/templates/about/release_policy.pot b/sphinx/templates/about/release_policy.pot index 620807185e..f68d0c62f6 100644 --- a/sphinx/templates/about/release_policy.pot +++ b/sphinx/templates/about/release_policy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,15 +101,13 @@ msgid "Godot 4.3 (`master`)" msgstr "" #: ../../docs/about/release_policy.rst:83 -msgid "April 2024 (estimate)" +msgid "June 2024 (estimate)" msgstr "" #: ../../docs/about/release_policy.rst:83 msgid "|unstable| *Development.* Receives new features, usability and performance improvements, as well as bug fixes, while under development." msgstr "" -#: ../../docs/about/release_policy.rst:122 -#: ../../docs/about/release_policy.rst:122 #: ../../docs/about/release_policy.rst:122 msgid "unstable" msgstr "" @@ -128,11 +126,6 @@ msgstr "" msgid "|supported| Receives fixes for bugs and security issues, as well as patches that enable platform support." msgstr "" -#: ../../docs/about/release_policy.rst:119 -#: ../../docs/about/release_policy.rst:119 -#: ../../docs/about/release_policy.rst:119 -#: ../../docs/about/release_policy.rst:119 -#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:119 msgid "supported" msgstr "" @@ -157,17 +150,6 @@ msgstr "" msgid "|eol| No longer supported (last update: 4.0.4)." msgstr "" -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 -#: ../../docs/about/release_policy.rst:121 #: ../../docs/about/release_policy.rst:121 msgid "eol" msgstr "" @@ -297,7 +279,6 @@ msgstr "" msgid "December 2014" msgstr "" -#: ../../docs/about/release_policy.rst:120 #: ../../docs/about/release_policy.rst:120 msgid "partial" msgstr "" @@ -359,7 +340,7 @@ msgid "While Godot contributors aren't working under any deadlines, we strive to msgstr "" #: ../../docs/about/release_policy.rst:200 -msgid "In particular, after the very length release cycle for 4.0, we are pivoting to a faster paced development workflow, with the 4.1 release expected within late Q2 / early Q3 2023." +msgid "In particular, after the very length release cycle for 4.0, we are pivoting to a faster paced development workflow, 4.1 released 4 months after 4.0, and 4.2 released 4 months after 4.1" msgstr "" #: ../../docs/about/release_policy.rst:204 diff --git a/sphinx/templates/about/system_requirements.pot b/sphinx/templates/about/system_requirements.pot index 591030ff2f..70fc5cc8dd 100644 --- a/sphinx/templates/about/system_requirements.pot +++ b/sphinx/templates/about/system_requirements.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,477 +16,477 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/about/system_requirements.rst:4 +#: ../../docs/about/system_requirements.rst:6 msgid "System requirements" msgstr "" -#: ../../docs/about/system_requirements.rst:6 +#: ../../docs/about/system_requirements.rst:8 msgid "This page contains system requirements for the editor and exported projects. These specifications are given for informative purposes only, but they can be referred to if you're looking to build or upgrade a system to use Godot on." msgstr "" -#: ../../docs/about/system_requirements.rst:11 +#: ../../docs/about/system_requirements.rst:13 msgid "Godot editor" msgstr "" -#: ../../docs/about/system_requirements.rst:13 +#: ../../docs/about/system_requirements.rst:15 msgid "These are the **minimum** specifications required to run the Godot editor and work on a simple 2D or 3D project:" msgstr "" -#: ../../docs/about/system_requirements.rst:17 -#: ../../docs/about/system_requirements.rst:202 +#: ../../docs/about/system_requirements.rst:19 +#: ../../docs/about/system_requirements.rst:204 msgid "Desktop or laptop PC - Minimum" msgstr "" -#: ../../docs/about/system_requirements.rst:24 -#: ../../docs/about/system_requirements.rst:76 -#: ../../docs/about/system_requirements.rst:114 -#: ../../docs/about/system_requirements.rst:152 -#: ../../docs/about/system_requirements.rst:209 -#: ../../docs/about/system_requirements.rst:259 -#: ../../docs/about/system_requirements.rst:297 -#: ../../docs/about/system_requirements.rst:335 +#: ../../docs/about/system_requirements.rst:26 +#: ../../docs/about/system_requirements.rst:78 +#: ../../docs/about/system_requirements.rst:116 +#: ../../docs/about/system_requirements.rst:154 +#: ../../docs/about/system_requirements.rst:211 +#: ../../docs/about/system_requirements.rst:261 +#: ../../docs/about/system_requirements.rst:299 +#: ../../docs/about/system_requirements.rst:337 msgid "**CPU**" msgstr "" -#: ../../docs/about/system_requirements.rst:24 -#: ../../docs/about/system_requirements.rst:209 -msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU" -msgstr "" - #: ../../docs/about/system_requirements.rst:26 #: ../../docs/about/system_requirements.rst:211 -msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" +msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU" msgstr "" #: ../../docs/about/system_requirements.rst:28 -#: ../../docs/about/system_requirements.rst:118 #: ../../docs/about/system_requirements.rst:213 -#: ../../docs/about/system_requirements.rst:301 -msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" +msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" msgstr "" #: ../../docs/about/system_requirements.rst:30 +#: ../../docs/about/system_requirements.rst:120 #: ../../docs/about/system_requirements.rst:215 -msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" +#: ../../docs/about/system_requirements.rst:303 +msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" msgstr "" #: ../../docs/about/system_requirements.rst:32 -#: ../../docs/about/system_requirements.rst:122 #: ../../docs/about/system_requirements.rst:217 -#: ../../docs/about/system_requirements.rst:305 -msgid "**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" +msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" msgstr "" #: ../../docs/about/system_requirements.rst:34 +#: ../../docs/about/system_requirements.rst:124 #: ../../docs/about/system_requirements.rst:219 +#: ../../docs/about/system_requirements.rst:307 +msgid "**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" +msgstr "" + +#: ../../docs/about/system_requirements.rst:36 +#: ../../docs/about/system_requirements.rst:221 msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" msgstr "" -#: ../../docs/about/system_requirements.rst:36 -#: ../../docs/about/system_requirements.rst:82 -#: ../../docs/about/system_requirements.rst:126 -#: ../../docs/about/system_requirements.rst:158 -#: ../../docs/about/system_requirements.rst:221 -#: ../../docs/about/system_requirements.rst:267 -#: ../../docs/about/system_requirements.rst:309 -#: ../../docs/about/system_requirements.rst:343 +#: ../../docs/about/system_requirements.rst:38 +#: ../../docs/about/system_requirements.rst:84 +#: ../../docs/about/system_requirements.rst:128 +#: ../../docs/about/system_requirements.rst:160 +#: ../../docs/about/system_requirements.rst:223 +#: ../../docs/about/system_requirements.rst:269 +#: ../../docs/about/system_requirements.rst:311 +#: ../../docs/about/system_requirements.rst:345 msgid "**GPU**" msgstr "" -#: ../../docs/about/system_requirements.rst:36 -#: ../../docs/about/system_requirements.rst:221 +#: ../../docs/about/system_requirements.rst:38 +#: ../../docs/about/system_requirements.rst:223 msgid "**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 support" msgstr "" -#: ../../docs/about/system_requirements.rst:38 -#: ../../docs/about/system_requirements.rst:42 -#: ../../docs/about/system_requirements.rst:223 -#: ../../docs/about/system_requirements.rst:227 +#: ../../docs/about/system_requirements.rst:40 +#: ../../docs/about/system_requirements.rst:44 +#: ../../docs/about/system_requirements.rst:225 +#: ../../docs/about/system_requirements.rst:229 msgid "*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)*" msgstr "" -#: ../../docs/about/system_requirements.rst:40 -#: ../../docs/about/system_requirements.rst:225 +#: ../../docs/about/system_requirements.rst:42 +#: ../../docs/about/system_requirements.rst:227 msgid "**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" msgstr "" -#: ../../docs/about/system_requirements.rst:44 -#: ../../docs/about/system_requirements.rst:229 -msgid "**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 support" -msgstr "" - #: ../../docs/about/system_requirements.rst:46 #: ../../docs/about/system_requirements.rst:231 +msgid "**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 support" +msgstr "" + +#: ../../docs/about/system_requirements.rst:48 +#: ../../docs/about/system_requirements.rst:233 msgid "*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)*" msgstr "" -#: ../../docs/about/system_requirements.rst:48 -#: ../../docs/about/system_requirements.rst:94 -#: ../../docs/about/system_requirements.rst:138 -#: ../../docs/about/system_requirements.rst:170 -#: ../../docs/about/system_requirements.rst:233 -#: ../../docs/about/system_requirements.rst:279 -#: ../../docs/about/system_requirements.rst:321 -#: ../../docs/about/system_requirements.rst:355 +#: ../../docs/about/system_requirements.rst:50 +#: ../../docs/about/system_requirements.rst:96 +#: ../../docs/about/system_requirements.rst:140 +#: ../../docs/about/system_requirements.rst:172 +#: ../../docs/about/system_requirements.rst:235 +#: ../../docs/about/system_requirements.rst:281 +#: ../../docs/about/system_requirements.rst:323 +#: ../../docs/about/system_requirements.rst:357 msgid "**RAM**" msgstr "" -#: ../../docs/about/system_requirements.rst:48 +#: ../../docs/about/system_requirements.rst:50 msgid "**Native editor:** 4 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:49 -#: ../../docs/about/system_requirements.rst:171 +#: ../../docs/about/system_requirements.rst:51 +#: ../../docs/about/system_requirements.rst:173 msgid "**Web editor:** 8 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:51 -#: ../../docs/about/system_requirements.rst:97 -#: ../../docs/about/system_requirements.rst:141 -#: ../../docs/about/system_requirements.rst:173 -#: ../../docs/about/system_requirements.rst:236 -#: ../../docs/about/system_requirements.rst:282 -#: ../../docs/about/system_requirements.rst:324 -#: ../../docs/about/system_requirements.rst:358 -msgid "**Storage**" -msgstr "" - -#: ../../docs/about/system_requirements.rst:51 -#: ../../docs/about/system_requirements.rst:97 -msgid "200 MB (used for the executable, project files and cache). Exporting projects requires downloading export templates separately (1.3 GB after installation)." -msgstr "" - -#: ../../docs/about/system_requirements.rst:55 -#: ../../docs/about/system_requirements.rst:101 +#: ../../docs/about/system_requirements.rst:53 +#: ../../docs/about/system_requirements.rst:99 #: ../../docs/about/system_requirements.rst:143 #: ../../docs/about/system_requirements.rst:175 #: ../../docs/about/system_requirements.rst:238 #: ../../docs/about/system_requirements.rst:284 #: ../../docs/about/system_requirements.rst:326 #: ../../docs/about/system_requirements.rst:360 -msgid "**Operating system**" +msgid "**Storage**" msgstr "" -#: ../../docs/about/system_requirements.rst:55 -msgid "**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016" +#: ../../docs/about/system_requirements.rst:53 +#: ../../docs/about/system_requirements.rst:99 +msgid "200 MB (used for the executable, project files and cache). Exporting projects requires downloading export templates separately (1.3 GB after installation)." msgstr "" #: ../../docs/about/system_requirements.rst:57 +#: ../../docs/about/system_requirements.rst:103 +#: ../../docs/about/system_requirements.rst:145 +#: ../../docs/about/system_requirements.rst:177 +#: ../../docs/about/system_requirements.rst:240 +#: ../../docs/about/system_requirements.rst:286 +#: ../../docs/about/system_requirements.rst:328 +#: ../../docs/about/system_requirements.rst:362 +msgid "**Operating system**" +msgstr "" + +#: ../../docs/about/system_requirements.rst:57 +msgid "**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016" +msgstr "" + +#: ../../docs/about/system_requirements.rst:59 msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" msgstr "" -#: ../../docs/about/system_requirements.rst:62 -#: ../../docs/about/system_requirements.rst:245 +#: ../../docs/about/system_requirements.rst:64 +#: ../../docs/about/system_requirements.rst:247 msgid "Windows 7/8/8.1 are supported on a best-effort basis. These versions are not regularly tested and some features may be missing (such as colored :ref:`print_rich ` console output). Support for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release `." msgstr "" -#: ../../docs/about/system_requirements.rst:68 -#: ../../docs/about/system_requirements.rst:251 +#: ../../docs/about/system_requirements.rst:70 +#: ../../docs/about/system_requirements.rst:253 msgid "Vulkan drivers for these Windows versions are known to have issues with memory leaks. As a result, it's recommended to stick to the Compatibility rendering method when running Godot on an Windows version older than 10." msgstr "" -#: ../../docs/about/system_requirements.rst:73 -#: ../../docs/about/system_requirements.rst:256 +#: ../../docs/about/system_requirements.rst:75 +#: ../../docs/about/system_requirements.rst:258 msgid "Mobile device (smartphone/tablet) - Minimum" msgstr "" -#: ../../docs/about/system_requirements.rst:76 -#: ../../docs/about/system_requirements.rst:259 -msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" -msgstr "" - #: ../../docs/about/system_requirements.rst:78 #: ../../docs/about/system_requirements.rst:261 -msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" +msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" msgstr "" #: ../../docs/about/system_requirements.rst:80 -#: ../../docs/about/system_requirements.rst:156 -msgid "**iOS:** *Cannot run the editor*" +#: ../../docs/about/system_requirements.rst:263 +msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" msgstr "" #: ../../docs/about/system_requirements.rst:82 -#: ../../docs/about/system_requirements.rst:267 -msgid "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" +#: ../../docs/about/system_requirements.rst:158 +msgid "**iOS:** *Cannot run the editor*" msgstr "" #: ../../docs/about/system_requirements.rst:84 -#: ../../docs/about/system_requirements.rst:88 -msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" +#: ../../docs/about/system_requirements.rst:269 +msgid "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" #: ../../docs/about/system_requirements.rst:86 -#: ../../docs/about/system_requirements.rst:271 +#: ../../docs/about/system_requirements.rst:90 +msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" +msgstr "" + +#: ../../docs/about/system_requirements.rst:88 +#: ../../docs/about/system_requirements.rst:273 msgid "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" -#: ../../docs/about/system_requirements.rst:90 -#: ../../docs/about/system_requirements.rst:275 +#: ../../docs/about/system_requirements.rst:92 +#: ../../docs/about/system_requirements.rst:277 msgid "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES 3.0 support" msgstr "" -#: ../../docs/about/system_requirements.rst:92 +#: ../../docs/about/system_requirements.rst:94 msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" msgstr "" -#: ../../docs/about/system_requirements.rst:94 +#: ../../docs/about/system_requirements.rst:96 msgid "**Native editor:** 3 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:95 +#: ../../docs/about/system_requirements.rst:97 msgid "**Web editor:** 6 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:101 +#: ../../docs/about/system_requirements.rst:103 msgid "**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:103 +#: ../../docs/about/system_requirements.rst:105 msgid "**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15" msgstr "" -#: ../../docs/about/system_requirements.rst:107 +#: ../../docs/about/system_requirements.rst:109 msgid "These are the **recommended** specifications to get a smooth experience with the Godot editor on a simple 2D or 3D project:" msgstr "" -#: ../../docs/about/system_requirements.rst:111 -#: ../../docs/about/system_requirements.rst:294 +#: ../../docs/about/system_requirements.rst:113 +#: ../../docs/about/system_requirements.rst:296 msgid "Desktop or laptop PC - Recommended" msgstr "" -#: ../../docs/about/system_requirements.rst:114 -#: ../../docs/about/system_requirements.rst:297 -msgid "**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more" -msgstr "" - #: ../../docs/about/system_requirements.rst:116 #: ../../docs/about/system_requirements.rst:299 +msgid "**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more" +msgstr "" + +#: ../../docs/about/system_requirements.rst:118 +#: ../../docs/about/system_requirements.rst:301 msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" msgstr "" -#: ../../docs/about/system_requirements.rst:120 -#: ../../docs/about/system_requirements.rst:303 +#: ../../docs/about/system_requirements.rst:122 +#: ../../docs/about/system_requirements.rst:305 msgid "*Example: Intel Core i5-8500, Apple M1*" msgstr "" -#: ../../docs/about/system_requirements.rst:124 -#: ../../docs/about/system_requirements.rst:307 -msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking*" -msgstr "" - #: ../../docs/about/system_requirements.rst:126 #: ../../docs/about/system_requirements.rst:309 -msgid "**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 support" +msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking*" msgstr "" #: ../../docs/about/system_requirements.rst:128 -#: ../../docs/about/system_requirements.rst:132 #: ../../docs/about/system_requirements.rst:311 -#: ../../docs/about/system_requirements.rst:315 -msgid "*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" +msgid "**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 support" msgstr "" #: ../../docs/about/system_requirements.rst:130 +#: ../../docs/about/system_requirements.rst:134 #: ../../docs/about/system_requirements.rst:313 -msgid "**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" +#: ../../docs/about/system_requirements.rst:317 +msgid "*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" msgstr "" -#: ../../docs/about/system_requirements.rst:134 -#: ../../docs/about/system_requirements.rst:317 -msgid "**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 support" +#: ../../docs/about/system_requirements.rst:132 +#: ../../docs/about/system_requirements.rst:315 +msgid "**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" msgstr "" #: ../../docs/about/system_requirements.rst:136 #: ../../docs/about/system_requirements.rst:319 -msgid "*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" +msgid "**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 support" msgstr "" #: ../../docs/about/system_requirements.rst:138 +#: ../../docs/about/system_requirements.rst:321 +msgid "*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" +msgstr "" + +#: ../../docs/about/system_requirements.rst:140 msgid "**Native editor:** 8 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:139 +#: ../../docs/about/system_requirements.rst:141 msgid "**Web editor:** 12 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:141 -#: ../../docs/about/system_requirements.rst:173 +#: ../../docs/about/system_requirements.rst:143 +#: ../../docs/about/system_requirements.rst:175 msgid "1.5 GB (used for the executable, project files, all export templates and cache)" msgstr "" -#: ../../docs/about/system_requirements.rst:143 +#: ../../docs/about/system_requirements.rst:145 msgid "**Native editor:** Windows 10, macOS 10.15, Linux distribution released after 2020" msgstr "" -#: ../../docs/about/system_requirements.rst:145 +#: ../../docs/about/system_requirements.rst:147 msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" -#: ../../docs/about/system_requirements.rst:149 -#: ../../docs/about/system_requirements.rst:332 +#: ../../docs/about/system_requirements.rst:151 +#: ../../docs/about/system_requirements.rst:334 msgid "Mobile device (smartphone/tablet) - Recommended" msgstr "" -#: ../../docs/about/system_requirements.rst:152 -#: ../../docs/about/system_requirements.rst:335 -msgid "**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or more" -msgstr "" - #: ../../docs/about/system_requirements.rst:154 #: ../../docs/about/system_requirements.rst:337 +msgid "**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or more" +msgstr "" + +#: ../../docs/about/system_requirements.rst:156 +#: ../../docs/about/system_requirements.rst:339 msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" msgstr "" -#: ../../docs/about/system_requirements.rst:158 -#: ../../docs/about/system_requirements.rst:343 +#: ../../docs/about/system_requirements.rst:160 +#: ../../docs/about/system_requirements.rst:345 msgid "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" -#: ../../docs/about/system_requirements.rst:160 -#: ../../docs/about/system_requirements.rst:164 -#: ../../docs/about/system_requirements.rst:168 +#: ../../docs/about/system_requirements.rst:162 +#: ../../docs/about/system_requirements.rst:166 +#: ../../docs/about/system_requirements.rst:170 msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" msgstr "" -#: ../../docs/about/system_requirements.rst:162 -#: ../../docs/about/system_requirements.rst:347 +#: ../../docs/about/system_requirements.rst:164 +#: ../../docs/about/system_requirements.rst:349 msgid "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" -#: ../../docs/about/system_requirements.rst:166 -#: ../../docs/about/system_requirements.rst:351 +#: ../../docs/about/system_requirements.rst:168 +#: ../../docs/about/system_requirements.rst:353 msgid "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES 3.2 support" msgstr "" -#: ../../docs/about/system_requirements.rst:170 +#: ../../docs/about/system_requirements.rst:172 msgid "**Native editor:** 6 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:175 +#: ../../docs/about/system_requirements.rst:177 msgid "**Native editor:** Android 9.0 or iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:176 +#: ../../docs/about/system_requirements.rst:178 msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, Samsung Internet" msgstr "" -#: ../../docs/about/system_requirements.rst:181 +#: ../../docs/about/system_requirements.rst:183 msgid "Exported Godot project" msgstr "" -#: ../../docs/about/system_requirements.rst:185 +#: ../../docs/about/system_requirements.rst:187 msgid "The requirements below are a baseline for a **simple** 2D or 3D project, with basic scripting and few visual flourishes. CPU, GPU, RAM and storage requirements will heavily vary depending on your project's scope, its rendering method, viewport resolution and graphics settings chosen. Other programs running on the system while the project is running will also compete for resources, including RAM and video RAM." msgstr "" -#: ../../docs/about/system_requirements.rst:192 +#: ../../docs/about/system_requirements.rst:194 msgid "It is strongly recommended to do your own testing on low-end hardware to make sure your project runs at the desired speed. To provide scalability for low-end hardware, you will also need to introduce a `graphics options menu `__ to your project." msgstr "" -#: ../../docs/about/system_requirements.rst:198 +#: ../../docs/about/system_requirements.rst:200 msgid "These are the **minimum** specifications required to run a simple 2D or 3D project exported with Godot:" msgstr "" -#: ../../docs/about/system_requirements.rst:233 -#: ../../docs/about/system_requirements.rst:355 +#: ../../docs/about/system_requirements.rst:235 +#: ../../docs/about/system_requirements.rst:357 msgid "**For native exports:** 2 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:234 -#: ../../docs/about/system_requirements.rst:356 +#: ../../docs/about/system_requirements.rst:236 +#: ../../docs/about/system_requirements.rst:358 msgid "**For web exports:** 4 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:236 -#: ../../docs/about/system_requirements.rst:282 -#: ../../docs/about/system_requirements.rst:324 -#: ../../docs/about/system_requirements.rst:358 +#: ../../docs/about/system_requirements.rst:238 +#: ../../docs/about/system_requirements.rst:284 +#: ../../docs/about/system_requirements.rst:326 +#: ../../docs/about/system_requirements.rst:360 msgid "150 MB (used for the executable, project files and cache)" msgstr "" -#: ../../docs/about/system_requirements.rst:238 +#: ../../docs/about/system_requirements.rst:240 msgid "**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016" msgstr "" -#: ../../docs/about/system_requirements.rst:240 +#: ../../docs/about/system_requirements.rst:242 msgid "**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" msgstr "" -#: ../../docs/about/system_requirements.rst:263 +#: ../../docs/about/system_requirements.rst:265 msgid "**iOS:** SoC with any 64-bit ARM CPU" msgstr "" -#: ../../docs/about/system_requirements.rst:265 +#: ../../docs/about/system_requirements.rst:267 msgid "*Example: Apple A7 (iPhone 5S)*" msgstr "" -#: ../../docs/about/system_requirements.rst:269 -#: ../../docs/about/system_requirements.rst:273 +#: ../../docs/about/system_requirements.rst:271 +#: ../../docs/about/system_requirements.rst:275 msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone SE 1)*" msgstr "" -#: ../../docs/about/system_requirements.rst:277 +#: ../../docs/about/system_requirements.rst:279 msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" msgstr "" -#: ../../docs/about/system_requirements.rst:279 +#: ../../docs/about/system_requirements.rst:281 msgid "**For native exports:** 1 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:280 +#: ../../docs/about/system_requirements.rst:282 msgid "**For web exports:** 2 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:284 +#: ../../docs/about/system_requirements.rst:286 msgid "**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:286 +#: ../../docs/about/system_requirements.rst:288 msgid "**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15" msgstr "" -#: ../../docs/about/system_requirements.rst:290 +#: ../../docs/about/system_requirements.rst:292 msgid "These are the **recommended** specifications to get a smooth experience with a simple 2D or 3D project exported with Godot:" msgstr "" -#: ../../docs/about/system_requirements.rst:321 +#: ../../docs/about/system_requirements.rst:323 msgid "**For native exports:** 4 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:322 +#: ../../docs/about/system_requirements.rst:324 msgid "**For web exports:** 8 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:326 +#: ../../docs/about/system_requirements.rst:328 msgid "**For native exports:** Windows 10, macOS 10.15, Linux distribution released after 2020" msgstr "" -#: ../../docs/about/system_requirements.rst:328 +#: ../../docs/about/system_requirements.rst:330 msgid "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" -#: ../../docs/about/system_requirements.rst:339 +#: ../../docs/about/system_requirements.rst:341 msgid "**iOS:** SoC with 64-bit ARM CPU" msgstr "" -#: ../../docs/about/system_requirements.rst:341 +#: ../../docs/about/system_requirements.rst:343 msgid "*Example: Apple A11 (iPhone XS/XR)*" msgstr "" -#: ../../docs/about/system_requirements.rst:345 -#: ../../docs/about/system_requirements.rst:349 -#: ../../docs/about/system_requirements.rst:353 +#: ../../docs/about/system_requirements.rst:347 +#: ../../docs/about/system_requirements.rst:351 +#: ../../docs/about/system_requirements.rst:355 msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" msgstr "" -#: ../../docs/about/system_requirements.rst:360 +#: ../../docs/about/system_requirements.rst:362 msgid "**For native exports:** Android 9.0 or iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:361 +#: ../../docs/about/system_requirements.rst:363 msgid "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, Samsung Internet" msgstr "" -#: ../../docs/about/system_requirements.rst:367 +#: ../../docs/about/system_requirements.rst:369 msgid "Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally have fewer driver issues." msgstr "" diff --git a/sphinx/templates/community/asset_library/index.pot b/sphinx/templates/community/asset_library/index.pot index 527b37cb9b..7f0e1e8fbe 100644 --- a/sphinx/templates/community/asset_library/index.pot +++ b/sphinx/templates/community/asset_library/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/asset_library/submitting_to_assetlib.pot b/sphinx/templates/community/asset_library/submitting_to_assetlib.pot index 813941bd2a..fc825cdb6d 100644 --- a/sphinx/templates/community/asset_library/submitting_to_assetlib.pot +++ b/sphinx/templates/community/asset_library/submitting_to_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -132,7 +132,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/community/asset_library/submitting_to_assetlib.rst:220 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:220 msgid "image0" msgstr "" diff --git a/sphinx/templates/community/asset_library/using_assetlib.pot b/sphinx/templates/community/asset_library/using_assetlib.pot index 102a7178a8..d49782872e 100644 --- a/sphinx/templates/community/asset_library/using_assetlib.pot +++ b/sphinx/templates/community/asset_library/using_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,7 +36,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:187 #: ../../docs/community/asset_library/using_assetlib.rst:187 msgid "image0" msgstr "" @@ -77,7 +76,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:188 #: ../../docs/community/asset_library/using_assetlib.rst:188 msgid "image1" msgstr "" @@ -98,7 +96,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:189 #: ../../docs/community/asset_library/using_assetlib.rst:189 msgid "image2" msgstr "" @@ -159,7 +156,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:190 #: ../../docs/community/asset_library/using_assetlib.rst:190 msgid "image3" msgstr "" @@ -172,7 +168,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:191 #: ../../docs/community/asset_library/using_assetlib.rst:191 msgid "image4" msgstr "" @@ -185,7 +180,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:192 #: ../../docs/community/asset_library/using_assetlib.rst:192 msgid "image5" msgstr "" @@ -210,7 +204,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:193 #: ../../docs/community/asset_library/using_assetlib.rst:193 msgid "image6" msgstr "" @@ -243,7 +236,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:194 #: ../../docs/community/asset_library/using_assetlib.rst:194 msgid "image7" msgstr "" @@ -252,7 +244,6 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:201 #: ../../docs/community/asset_library/using_assetlib.rst:201 msgid "image14" msgstr "" @@ -265,7 +256,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:195 #: ../../docs/community/asset_library/using_assetlib.rst:195 msgid "image8" msgstr "" @@ -290,7 +280,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:196 #: ../../docs/community/asset_library/using_assetlib.rst:196 msgid "image9" msgstr "" @@ -303,7 +292,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:197 #: ../../docs/community/asset_library/using_assetlib.rst:197 msgid "image10" msgstr "" @@ -316,7 +304,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:198 #: ../../docs/community/asset_library/using_assetlib.rst:198 msgid "image11" msgstr "" @@ -329,7 +316,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:199 #: ../../docs/community/asset_library/using_assetlib.rst:199 msgid "image12" msgstr "" @@ -342,7 +328,6 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/community/asset_library/using_assetlib.rst:200 #: ../../docs/community/asset_library/using_assetlib.rst:200 msgid "image13" msgstr "" diff --git a/sphinx/templates/community/asset_library/what_is_assetlib.pot b/sphinx/templates/community/asset_library/what_is_assetlib.pot index 23469b8a20..d853fb68c6 100644 --- a/sphinx/templates/community/asset_library/what_is_assetlib.pot +++ b/sphinx/templates/community/asset_library/what_is_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 156da85779..7d78e0b80e 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 25850a54c1..f21c23c865 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot b/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot index ed96acde79..b8e95a07b2 100644 --- a/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/code_style_guidelines.pot b/sphinx/templates/contributing/development/code_style_guidelines.pot index 015b59bdd8..ad2626dda4 100644 --- a/sphinx/templates/contributing/development/code_style_guidelines.pot +++ b/sphinx/templates/contributing/development/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_android.pot b/sphinx/templates/contributing/development/compiling/compiling_for_android.pot index 12f7f1b309..2b33bc45f1 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot b/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot index 6e9b18872e..654f91ffcd 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot b/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot index 480f2d565a..a6da767c03 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot b/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot index a93ffda126..72f5ef5a4c 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_web.pot b/sphinx/templates/contributing/development/compiling/compiling_for_web.pot index f41949024d..029db44ec4 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "To compile export templates for the Web, the following is required:" msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_web.rst:18 -msgid "`Emscripten 1.39.9+ `__." +msgid "`Emscripten 3.1.39+ `__." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_web.rst:19 @@ -52,83 +52,91 @@ msgstr "" msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:29 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:28 +msgid "Emscripten 3.1.39+ is recommended, but older 3.x versions are known to work." +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:30 +msgid "Please note that the minimum requirement for GDExtension support is 3.1.14." +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:33 msgid "Building export templates" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:31 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:35 msgid "Before starting, confirm that ``emcc`` is available in your PATH. This is usually configured by the Emscripten SDK, e.g. when invoking ``emsdk activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:35 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:39 msgid "Open a terminal and navigate to the root directory of the engine source code. Then instruct SCons to build the Web platform. Specify ``target`` as either ``template_release`` for a release build or ``template_debug`` for a debug build::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:42 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:46 msgid "By default, the :ref:`JavaScript singleton ` will be built into the engine. Official export templates also have the JavaScript singleton enabled. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:50 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:54 msgid "The engine will now be compiled to WebAssembly by Emscripten. Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name is ``godot.web.template_release.wasm32.zip`` for release or ``godot.web.template_debug.wasm32.zip`` for debug." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:55 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:59 msgid "Finally, rename the zip archive to ``web_release.zip`` for the release template::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:60 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:64 msgid "And ``web_debug.zip`` for the debug template::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:65 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:69 msgid "GDExtension" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:67 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:71 msgid "The default export templates do not include GDExtension support for performance and compatibility reasons. See the :ref:`export page ` for more info." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:71 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:75 msgid "You can build the export templates using the option ``dlink_enabled=yes`` to enable GDExtension support::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:77 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:81 msgid "Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name will have ``_dlink`` added." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:80 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:84 msgid "Finally, rename the zip archives to ``web_dlink_release.zip`` and ``web_dlink_release.zip`` for the release template::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:87 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:91 msgid "Building the editor" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:89 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:93 msgid "It is also possible to build a version of the Godot editor that can run in the browser. The editor version is not recommended over the native build. You can build the editor with::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:95 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:99 msgid "Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name will be ``godot.web.editor.wasm32.zip``. You can upload the zip content to your web server and visit it with your browser to use the editor." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:99 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:103 msgid "Refer to the :ref:`export page ` for the web server requirements." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:104 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:108 msgid "The Godot repository includes a `Python script to host a local web server `__. This can be used to test the web editor locally." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:108 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:112 msgid "After compiling the editor, extract the ZIP archive that was created in the ``bin/`` folder, then run the following command in the Godot repository root:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:117 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:121 msgid "This will serve the contents of the ``bin/`` folder and open the default web browser automatically. In the page that opens, access ``godot.tools.html`` and you should be able to test the web editor this way." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:121 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:125 msgid "Note that for production use cases, this Python-based web server should not be used. Instead, you should use an established web server such as Apache or nginx." msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot b/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot index 916627ca3c..2fa500fcdd 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -149,142 +149,142 @@ msgid "Running SCons" msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:134 -msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type::" +msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:139 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:141 msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:142 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:144 msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.editor.x86_32.exe`` or ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``arch=x86_64`` or ``arch=x86_32``." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:148 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:150 msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:151 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:153 msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=template_release``." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:155 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:157 msgid "If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``lto=full``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:160 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:162 msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:166 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:168 msgid "Development in Visual Studio" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:168 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:170 msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:172 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:174 msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:175 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:177 msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:180 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:182 msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:183 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:185 msgid "See :ref:`doc_configuring_an_ide_vs` for further details." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:186 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:188 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:188 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:190 msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 `__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:194 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:196 msgid "**Arch Linux**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:198 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:200 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:202 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:204 msgid "**Fedora**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:207 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:209 msgid "**macOS**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:213 msgid "**Mageia**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:219 msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:223 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:225 msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:229 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:231 msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:235 msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:240 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:242 msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:246 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:248 msgid "Troubleshooting" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:248 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:250 msgid "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration lacking support for POSIX threading." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:252 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:254 msgid "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:260 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:262 msgid "And for 32-bit::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:268 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270 -msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::" +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:272 +msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:278 -msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ```` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::" +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:282 +msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ```` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``):" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:284 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:290 msgid "With the following names::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:291 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:297 msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:297 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:303 msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced." msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot b/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot index 6251cad3cb..136dbc73a3 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot index 7eadbbb550..db28dd21b9 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot index 1b5f5745cc..0397fbf1b8 100644 --- a/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/getting_source.pot b/sphinx/templates/contributing/development/compiling/getting_source.pot index 6bda499a90..015723dc8b 100644 --- a/sphinx/templates/contributing/development/compiling/getting_source.pot +++ b/sphinx/templates/contributing/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/index.pot b/sphinx/templates/contributing/development/compiling/index.pot index 56433e5a54..234077783f 100644 --- a/sphinx/templates/contributing/development/compiling/index.pot +++ b/sphinx/templates/contributing/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot index 0ad4647b93..75bd59b74f 100644 --- a/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,294 +105,294 @@ msgid "The resulting binaries will be placed in the ``bin/`` subdirectory, gener msgstr "" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:96 -msgid "For the previous build attempt, the result would look like this::" +msgid "For the previous build attempt, the result would look like this:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:101 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:103 msgid "This means that the binary is for Linux *or* \\*BSD (*not* both), is not optimized, has the whole editor compiled in, and is meant for 64 bits." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:104 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:106 msgid "A Windows binary with the same configuration will look like this:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:111 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:113 msgid "Copy that binary to any location you like, as it contains the Project Manager, editor and all means to execute the game. However, it lacks the data to export it to the different platforms. For that the export templates are needed (which can be either downloaded from `godotengine.org `__, or you can build them yourself)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:117 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:119 msgid "Aside from that, there are a few standard options that can be set in all build targets, and which will be explained below." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:123 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:125 msgid "Target" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:125 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:127 msgid "Target controls if the editor is contained and debug flags are used. All builds are optimized. Each mode means:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:128 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:130 msgid "``target=editor``: Build with editor, optimized, with debugging code (defines: ``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:129 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:131 msgid "``target=template_debug``: Build with C++ debugging symbols (defines: ``DEBUG_ENABLED``, ``-O2``/``/O2``)" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:130 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:132 msgid "``target=template_release``: Build without symbols (defines: ``-O3``/``/O2``)" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:132 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:134 msgid "The editor is enabled by default in all PC targets (Linux, Windows, macOS), disabled for everything else. Disabling the editor produces a binary that can run projects but does not include the editor or the Project Manager." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:141 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:143 msgid "Development and production aliases" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:143 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:145 msgid "When creating builds for development (running debugging/:ref:`profiling ` tools), you often have different goals compared to production builds (making binaries as fast and small as possible)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:147 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:149 msgid "Godot provides two aliases for this purpose:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:149 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:151 msgid "``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes tests=yes``. This enables warnings-as-errors behavior (similar to Godot's continuous integration setup) and also builds :ref:`unit tests ` so you can run them locally." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:153 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:155 msgid "``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no lto=auto``. Statically linking libstdc++ allows for better binary portability when compiling for Linux. This alias also enables link-time optimization when compiling for Linux, Web and Windows with MinGW, but keeps LTO disabled when compiling for macOS, iOS or Windows with MSVC. This is because LTO on those platforms is very slow to link or has issues with the generated code." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:160 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:162 msgid "You can manually override options from those aliases by specifying them on the same command line with different values. For example, you can use ``scons production=yes debug_symbols=yes`` to create production-optimized binaries with debugging symbols included." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:166 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:168 msgid "Dev build" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:170 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:172 msgid "``dev_build`` should **not** be confused with ``dev_mode``, which is an alias for several development-related options (see above)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:173 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:175 msgid "When doing engine development the ``dev_build`` option can be used together with ``target`` to enable dev-specific code. ``dev_build`` defines ``DEV_ENABLED``, disables optimization (``-O0``/``/0d``), enables generating debug symbols, and does not define ``NDEBUG`` (so ``assert()`` works in thirdparty libraries)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:182 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:184 msgid "This flag appends the ``.dev`` suffix (for development) to the generated binary name." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:187 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:189 msgid "There are additional SCons options to enable *sanitizers*, which are tools you can enable at compile-time to better debug certain engine issues. See :ref:`doc_using_sanitizers` for more information." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:192 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:194 msgid "Debugging symbols" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:194 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:196 msgid "By default, ``debug_symbols=no`` is used, which means **no** debugging symbols are included in compiled binaries. Use ``debug_symbols=yes`` to include debug symbols within compiled binaries, which allows debuggers and profilers to work correctly. Debugging symbols are also required for Godot's crash stacktraces to display with references to source code files and lines." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:200 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:202 msgid "The downside is that debugging symbols are large files (significantly larger than the binaries themselves). As a result, official binaries currently do not include debugging symbols. This means you need to compile Godot yourself to have access to debugging symbols." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:205 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:207 msgid "When using ``debug_symbols=yes``, you can also use ``separate_debug_symbols=yes`` to put debug information in a separate file with a ``.debug`` suffix. This allows distributing both files independently. Note that on Windows, when compiling with MSVC, debugging information is *always* written to a separate ``.pdb`` file regardless of ``separate_debug_symbols``." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:213 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:215 msgid "Use the ``strip `` command to remove debugging symbols from a binary you've already compiled." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:217 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:219 msgid "Optimization level" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:219 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:221 msgid "Several compiler optimization levels can be chosen from:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:221 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:223 msgid "``optimize=speed_trace`` *(default when targeting non-Web platforms)*: Favors execution speed at the cost of larger binary size. Optimizations may sometimes negatively impact debugger usage (stack traces may be less accurate. If this occurs to you, use ``optimize=debug`` instead." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:225 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:227 msgid "``optimize=speed``: Favors even more execution speed, at the cost of even larger binary size compared to ``optimize=speed_trace``. Even less friendly to debugging compared to ``optimize=debug``, as this uses the most aggressive optimizations available." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:229 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:231 msgid "``optimize=size`` *(default when targeting the Web platform)*: Favors small binaries at the cost of slower execution speed." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:231 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:233 msgid "``optimize=debug``: Only enables optimizations that do not impact debugging in any way. This results in faster binaries than ``optimize=none``, but slower binaries than ``optimize=speed_trace``." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:234 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:236 msgid "``optimize=none``: Do not perform any optimization. This provides the fastest build times, but the slowest execution times." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:236 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:238 msgid "``optimize=custom`` *(advanced users only)*: Do not pass optimization arguments to the C/C++ compilers. You will have to pass arguments manually using the ``CFLAGS``, ``CCFLAGS`` and ``CXXFLAGS`` SCons options." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:241 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:243 msgid "Architecture" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:243 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:245 msgid "The ``arch`` option is meant to control the CPU or OS version intended to run the binaries. It is focused mostly on desktop platforms and ignored everywhere else." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:247 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:249 msgid "Supported values for the ``arch`` option are **auto**, **x86_32**, **x86_64**, **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and **wasm32**." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:254 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:256 msgid "This flag appends the value of ``arch`` to resulting binaries when relevant. The default value ``arch=auto`` detects the architecture that matches the host platform." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:261 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:263 msgid "Custom modules" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:263 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:265 msgid "It's possible to compile modules residing outside of Godot's directory tree, along with the built-in modules." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:266 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:268 msgid "A ``custom_modules`` build option can be passed to the command line before compiling. The option represents a comma-separated list of directory paths containing a collection of independent C++ modules that can be seen as C++ packages, just like the built-in ``modules/`` directory." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:271 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:273 msgid "For instance, it's possible to provide both relative, absolute, and user directory paths containing such modules:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:280 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:282 msgid "If there's any custom module with the exact directory name as a built-in module, the engine will only compile the custom one. This logic can be used to override built-in module implementations." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:286 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:288 msgid ":ref:`doc_custom_modules_in_cpp`" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:289 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:291 msgid "Cleaning generated files" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:291 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:293 msgid "Sometimes, you may encounter an error due to generated files being present. You can remove them by using ``scons --clean ``, where ```` is the list of build options you've used to build Godot previously." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:295 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:297 msgid "Alternatively, you can use ``git clean -fixd`` which will clean build artifacts for all platforms and configurations. Beware, as this will remove all untracked and ignored files in the repository. Don't run this command if you have uncommitted work!" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:301 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:303 msgid "Other build options" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:303 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:305 msgid "There are several other build options that you can use to configure the way Godot should be built (compiler, debug options, etc.) as well as the features to include/disable." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:307 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:309 msgid "Check the output of ``scons --help`` for details about each option for the version you are willing to compile." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:313 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:315 msgid "Overriding the build options" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:316 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:318 msgid "Using a file" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:318 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:320 msgid "The default ``custom.py`` file can be created at the root of the Godot Engine source to initialize any SCons build options passed via the command line:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:330 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:332 msgid "You can also disable some of the builtin modules before compiling, saving some time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:335 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:337 msgid "You can use the online `Godot build options generator `__ to generate a ``custom.py`` file containing SCons options. You can then save this file and place it at the root of your Godot source directory." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:340 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:342 msgid "Another custom file can be specified explicitly with the ``profile`` command line option, both overriding the default build configuration:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:347 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:349 msgid "Build options set from the file can be overridden by the command line options." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:350 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:352 msgid "It's also possible to override the options conditionally:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:365 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:367 msgid "Using the SCONSFLAGS" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:367 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:369 msgid "``SCONSFLAGS`` is an environment variable which is used by the SCons to set the options automatically without having to supply them via the command line." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:370 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:372 msgid "For instance, you may want to force a number of CPU threads with the aforementioned ``-j`` option for all future builds:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:387 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:389 msgid "SCU (single compilation unit) build" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:389 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:391 msgid "Regular builds tend to be bottlenecked by including large numbers of headers in each compilation translation unit. Primarily to speed up development (rather than for production builds), Godot offers a \"single compilation unit\" build (aka \"Unity / Jumbo\" build)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:394 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:396 msgid "For the folders accelerated by this option, multiple ``.cpp`` files are compiled in each translation unit, so headers can be shared between multiple files, which can dramatically decrease build times." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:398 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:400 msgid "To make a SCU build, use the ``scu_build=yes`` SCons option." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:400 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:402 msgid "When developing a Pull Request using SCU builds, be sure to make a regular build prior to submitting the PR. This is because SCU builds by nature include headers from earlier ``.cpp`` files in the translation unit, therefore won't catch all the includes you will need in a regular build. The CI will catch these errors but it will usually be faster to catch them on a local build on your machine." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:408 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:410 msgid "Export templates" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:410 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:412 msgid "Official export templates are downloaded from the Godot Engine site: `godotengine.org `__. However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:415 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:417 msgid "If you download the official export templates package and unzip it, you will notice that most files are optimized binaries or packages for each platform:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:438 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:440 msgid "To create those yourself, follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:442 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:444 msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository `__." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:450 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:452 msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for every target. Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up." msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot b/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot index d651f4cabb..f77aa380b2 100644 --- a/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot b/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot index 722d81d02b..e4d8a15c37 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/clion.pot b/sphinx/templates/contributing/development/configuring_an_ide/clion.pot index 0648d5ac2f..41ddd6ff3d 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/clion.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/clion.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot b/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot index 475b5622be..f6b6e930b5 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/index.pot b/sphinx/templates/contributing/development/configuring_an_ide/index.pot index 200ea9894d..be1efe6fe3 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/index.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot b/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot index 310aadd718..686a5a2ad6 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot b/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot index 27a9e09c57..258a324bd8 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/rider.pot b/sphinx/templates/contributing/development/configuring_an_ide/rider.pot index 6adc0f1196..5c6b0c1c9f 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/rider.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/rider.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot index 4bbd1c80e0..805d62b63f 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot index dd2ff22ce8..9977521aa5 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,7 +109,7 @@ msgid "Do note that lldb may work better with LLVM-based builds. See :ref:`doc_c msgstr "" #: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:155 -msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with ``platform=editor`` and ``dev_build=yes``." +msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with ``target=editor`` and ``dev_build=yes``." msgstr "" #: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:159 diff --git a/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot b/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot index 862797f83c..014ba8cbd1 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot b/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot index cb7a572707..66a248b2d3 100644 --- a/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot +++ b/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -201,7 +201,7 @@ msgid "**SubViewportContainer shrink transform**" msgstr "" #: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:142 -msgid ":ref:`stretch ` together with :ref:`stretch_shrink ` declare for a *SubViewportContaner* if and by what integer factor the contained *SubViewport* should be scaled in comparison to the container's size." +msgid ":ref:`stretch ` together with :ref:`stretch_shrink ` declare for a *SubViewportContainer* if and by what integer factor the contained *SubViewport* should be scaled in comparison to the container's size." msgstr "" #: ../../docs/:0 diff --git a/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot b/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot index 4ccd6dd685..871cd1502a 100644 --- a/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot +++ b/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot b/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot index b8fd09cd2a..c7a181dd76 100644 --- a/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot +++ b/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/core_types.pot b/sphinx/templates/contributing/development/core_and_modules/core_types.pot index c80f7ae151..65aeda1b16 100644 --- a/sphinx/templates/contributing/development/core_and_modules/core_types.pot +++ b/sphinx/templates/contributing/development/core_and_modules/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot b/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot index d74288cdfe..e3d46ee9e5 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot b/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot index c791d1c57e..846c713b79 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot b/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot index e85dd85d22..e5074a6d28 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot b/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot index 34b51051ac..c161c4702d 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot b/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot index 70c144de42..abf549848e 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot b/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot index 5c84ceae7e..2e2adcdeb3 100644 --- a/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot +++ b/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/index.pot b/sphinx/templates/contributing/development/core_and_modules/index.pot index 2b41562b7c..4b8a474d67 100644 --- a/sphinx/templates/contributing/development/core_and_modules/index.pot +++ b/sphinx/templates/contributing/development/core_and_modules/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot b/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot index 65a6aa1520..2a3c1de295 100644 --- a/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot +++ b/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot b/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot index 83c8fc8f14..460c918569 100644 --- a/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot +++ b/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -297,7 +297,7 @@ msgid "**Vulkan RenderingDevice implementation:**" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:275 -msgid "`drivers/vulkan/rendering_device_driver_vulkan.cpp `__" +msgid "`drivers/vulkan/rendering_device_vulkan.cpp `__" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:277 diff --git a/sphinx/templates/contributing/development/core_and_modules/object_class.pot b/sphinx/templates/contributing/development/core_and_modules/object_class.pot index 74c9991930..b18400a403 100644 --- a/sphinx/templates/contributing/development/core_and_modules/object_class.pot +++ b/sphinx/templates/contributing/development/core_and_modules/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot b/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot index c1deb8c56c..03f971f815 100644 --- a/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot +++ b/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/variant_class.pot b/sphinx/templates/contributing/development/core_and_modules/variant_class.pot index 4b65fa8e80..11b7e13b3f 100644 --- a/sphinx/templates/contributing/development/core_and_modules/variant_class.pot +++ b/sphinx/templates/contributing/development/core_and_modules/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/cpp_usage_guidelines.pot b/sphinx/templates/contributing/development/cpp_usage_guidelines.pot index 70ba4d1fba..f34cc5d47e 100644 --- a/sphinx/templates/contributing/development/cpp_usage_guidelines.pot +++ b/sphinx/templates/contributing/development/cpp_usage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/index.pot b/sphinx/templates/contributing/development/debugging/index.pot index 3965edda7b..3cfa441f2f 100644 --- a/sphinx/templates/contributing/development/debugging/index.pot +++ b/sphinx/templates/contributing/development/debugging/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/macos_debug.pot b/sphinx/templates/contributing/development/debugging/macos_debug.pot index 7e838715d7..1512052051 100644 --- a/sphinx/templates/contributing/development/debugging/macos_debug.pot +++ b/sphinx/templates/contributing/development/debugging/macos_debug.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot b/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot index f03023599c..3cb6effe12 100644 --- a/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot +++ b/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/using_sanitizers.pot b/sphinx/templates/contributing/development/debugging/using_sanitizers.pot index b31517eeaa..e5e0fe4765 100644 --- a/sphinx/templates/contributing/development/debugging/using_sanitizers.pot +++ b/sphinx/templates/contributing/development/debugging/using_sanitizers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/vulkan/index.pot b/sphinx/templates/contributing/development/debugging/vulkan/index.pot index a9f8eb0a9b..08ea460f8f 100644 --- a/sphinx/templates/contributing/development/debugging/vulkan/index.pot +++ b/sphinx/templates/contributing/development/debugging/vulkan/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot b/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot index 86fc5c7204..efa1d5c558 100644 --- a/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot +++ b/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/editor/creating_icons.pot b/sphinx/templates/contributing/development/editor/creating_icons.pot index f0c0a08a23..7145b64979 100644 --- a/sphinx/templates/contributing/development/editor/creating_icons.pot +++ b/sphinx/templates/contributing/development/editor/creating_icons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/editor/editor_style_guide.pot b/sphinx/templates/contributing/development/editor/editor_style_guide.pot index ff807046e7..75406d5e19 100644 --- a/sphinx/templates/contributing/development/editor/editor_style_guide.pot +++ b/sphinx/templates/contributing/development/editor/editor_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/editor/index.pot b/sphinx/templates/contributing/development/editor/index.pot index 968e3065d4..c5f32344bb 100644 --- a/sphinx/templates/contributing/development/editor/index.pot +++ b/sphinx/templates/contributing/development/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot b/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot index 041c084010..d827bf06b8 100644 --- a/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot +++ b/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot b/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot index d52f894beb..53e549339d 100644 --- a/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot +++ b/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/file_formats/index.pot b/sphinx/templates/contributing/development/file_formats/index.pot index 49ac6dcc4e..153d83e815 100644 --- a/sphinx/templates/contributing/development/file_formats/index.pot +++ b/sphinx/templates/contributing/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/file_formats/tscn.pot b/sphinx/templates/contributing/development/file_formats/tscn.pot index c463d22cdc..204bdbf0c8 100644 --- a/sphinx/templates/contributing/development/file_formats/tscn.pot +++ b/sphinx/templates/contributing/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/index.pot b/sphinx/templates/contributing/development/index.pot index f88372ae76..811acbecc5 100644 --- a/sphinx/templates/contributing/development/index.pot +++ b/sphinx/templates/contributing/development/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/building_the_manual.pot b/sphinx/templates/contributing/documentation/building_the_manual.pot index 8733b02e81..dadaa44f67 100644 --- a/sphinx/templates/contributing/documentation/building_the_manual.pot +++ b/sphinx/templates/contributing/documentation/building_the_manual.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/class_reference_primer.pot b/sphinx/templates/contributing/documentation/class_reference_primer.pot index ecfa881205..5444b92cd0 100644 --- a/sphinx/templates/contributing/documentation/class_reference_primer.pot +++ b/sphinx/templates/contributing/documentation/class_reference_primer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -388,12 +388,8 @@ msgid "Multiline preformatted block" msgstr "" #: ../../docs/contributing/documentation/class_reference_primer.rst:200 -#: ../../docs/contributing/documentation/class_reference_primer.rst:200 -#: ../../docs/contributing/documentation/class_reference_primer.rst:203 #: ../../docs/contributing/documentation/class_reference_primer.rst:203 #: ../../docs/contributing/documentation/class_reference_primer.rst:206 -#: ../../docs/contributing/documentation/class_reference_primer.rst:206 -#: ../../docs/contributing/documentation/class_reference_primer.rst:209 #: ../../docs/contributing/documentation/class_reference_primer.rst:209 msgid "*See below.*" msgstr "" diff --git a/sphinx/templates/contributing/documentation/content_guidelines.pot b/sphinx/templates/contributing/documentation/content_guidelines.pot index ea61a6847b..d9927d179a 100644 --- a/sphinx/templates/contributing/documentation/content_guidelines.pot +++ b/sphinx/templates/contributing/documentation/content_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot b/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot index 9508febbf8..a7b77cb6a9 100644 --- a/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot +++ b/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -181,7 +181,7 @@ msgid "**Bad:** Understanding Signals In Godot" msgstr "" #: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:142 -msgid "Only propers nouns, projects, people, and node class names should have their first letter capitalized." +msgid "Only proper nouns, projects, people, and node class names should have their first letter capitalized." msgstr "" #: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:146 diff --git a/sphinx/templates/contributing/documentation/docs_image_guidelines.pot b/sphinx/templates/contributing/documentation/docs_image_guidelines.pot index fd3484d35e..597c09f474 100644 --- a/sphinx/templates/contributing/documentation/docs_image_guidelines.pot +++ b/sphinx/templates/contributing/documentation/docs_image_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -53,7 +53,7 @@ msgid "Format conversion" msgstr "" #: ../../docs/contributing/documentation/docs_image_guidelines.rst:39 -msgid "The current format for images in Godot's documentation is WebP (``.webp``). While some Linux programs will support saving screenshots in this format, macOS and the Snip & Sketch program on Windows do not. For images that don't need editing, such as precise cropping or adding outlines, Squoosh can be used. `Squoosh `_ is a converter developed by Google, is open source, and doesn't give Google any image rights by using it. When choosing compression if you can get an image that's under 300KB in size use lossless compression. If it's over 300KB use just enough lossy compression to get it under that size. If this results in noticable compression artifacts using less compression is fine, even if the file size is bigger." +msgid "The current format for images in Godot's documentation is WebP (``.webp``). While some Linux programs will support saving screenshots in this format, macOS and the Snip & Sketch program on Windows do not. For images that don't need editing, such as precise cropping or adding outlines, Squoosh can be used. `Squoosh `_ is a converter developed by Google, is open source, and doesn't give Google any image rights by using it. When choosing compression if you can get an image that's under 300KB in size use lossless compression. If it's over 300KB, use just enough lossy compression to get it under that size. If this results in noticable compression artifacts using less compression is fine, even if the file size is bigger." msgstr "" #: ../../docs/contributing/documentation/docs_image_guidelines.rst:50 @@ -105,7 +105,7 @@ msgid "To save an image as webp if it isn't already one, Go to **File > Save As* msgstr "" #: ../../docs/contributing/documentation/docs_image_guidelines.rst:108 -msgid "If the image is over 300KB in size try compressing it losslessly using `Squoosh `_. If it's still over 300KB change to lossy compression and slowly increase the compression until it's under 300KB. If this results in noticable compression artifacts using less compression is fine, even if the file size is bigger." +msgid "If the image is over 300KB in size try compressing it losslessly using `Squoosh `_. If it's still over 300KB change to lossy compression and slowly increase the compression until it's under 300KB. If this results in noticeable compression artifacts using less compression is fine, even if the file size is bigger." msgstr "" #: ../../docs/contributing/documentation/docs_image_guidelines.rst:114 diff --git a/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot b/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot index f6974d43e3..0c5c2bb9d4 100644 --- a/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot +++ b/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -413,7 +413,6 @@ msgstr "" msgid "The developers chose some specific words to refer to areas of the interface. They're used in the sources, in the documentation, and you should always use them instead of synonyms, so the users know what you're talking about." msgstr "" -#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:467 #: ../../docs/contributing/documentation/docs_writing_guidelines.rst:467 msgid "Overview of the interface and common vocabulary" msgstr "" diff --git a/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot b/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot index cef95972d1..f2a59ec020 100644 --- a/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot +++ b/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/index.pot b/sphinx/templates/contributing/documentation/index.pot index 3dda7c2d11..eca31796f5 100644 --- a/sphinx/templates/contributing/documentation/index.pot +++ b/sphinx/templates/contributing/documentation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/updating_the_class_reference.pot b/sphinx/templates/contributing/documentation/updating_the_class_reference.pot index 0b76889a8d..0ace0a47b9 100644 --- a/sphinx/templates/contributing/documentation/updating_the_class_reference.pot +++ b/sphinx/templates/contributing/documentation/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/ways_to_contribute.pot b/sphinx/templates/contributing/ways_to_contribute.pot index a5a202b7aa..c2f974c139 100644 --- a/sphinx/templates/contributing/ways_to_contribute.pot +++ b/sphinx/templates/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/bisecting_regressions.pot b/sphinx/templates/contributing/workflow/bisecting_regressions.pot index 75b158d387..3acc1605a0 100644 --- a/sphinx/templates/contributing/workflow/bisecting_regressions.pot +++ b/sphinx/templates/contributing/workflow/bisecting_regressions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot b/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot index 45db3ad085..a3d6b66606 100644 --- a/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot +++ b/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -316,7 +316,7 @@ msgid "*Dependencies*: describes pull requests that update a dependency file." msgstr "" #: ../../docs/contributing/workflow/bug_triage_guidelines.rst:168 -msgid "*Enhancememnt*: new information to be added in an existing page." +msgid "*Enhancement*: new information to be added in an existing page." msgstr "" #: ../../docs/contributing/workflow/bug_triage_guidelines.rst:174 diff --git a/sphinx/templates/contributing/workflow/index.pot b/sphinx/templates/contributing/workflow/index.pot index a7b329351c..713337f43b 100644 --- a/sphinx/templates/contributing/workflow/index.pot +++ b/sphinx/templates/contributing/workflow/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/pr_review_guidelines.pot b/sphinx/templates/contributing/workflow/pr_review_guidelines.pot index 9408b38c7c..bc4ea18548 100644 --- a/sphinx/templates/contributing/workflow/pr_review_guidelines.pot +++ b/sphinx/templates/contributing/workflow/pr_review_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/pr_workflow.pot b/sphinx/templates/contributing/workflow/pr_workflow.pot index 59b257e412..6184eec102 100644 --- a/sphinx/templates/contributing/workflow/pr_workflow.pot +++ b/sphinx/templates/contributing/workflow/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/testing_pull_requests.pot b/sphinx/templates/contributing/workflow/testing_pull_requests.pot index c0b66e7553..c0670b3171 100644 --- a/sphinx/templates/contributing/workflow/testing_pull_requests.pot +++ b/sphinx/templates/contributing/workflow/testing_pull_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -74,7 +74,7 @@ msgid "Open the pull request page. Click the *fork*'s branch name near the top o msgstr "" #: ../../docs/contributing/workflow/testing_pull_requests.rst:63 -msgid "Now that you are on the fork's branch page, click the ``.github`` folder at the top of the file list. Then, click on the ``workflows`` folder (whicb is inside the ``.github`` folder). Click the workflow file for the platform you wish to download artifacts for. *After* clicking on the file (which opens the file view), copy the page URL from your browser's address bar." +msgid "Now that you are on the fork's branch page, click the ``.github`` folder at the top of the file list. Then, click on the ``workflows`` folder (which is inside the ``.github`` folder). Click the workflow file for the platform you wish to download artifacts for. *After* clicking on the file (which opens the file view), copy the page URL from your browser's address bar." msgstr "" #: ../../docs/contributing/workflow/testing_pull_requests.rst:68 diff --git a/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot b/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot index 52b7fb9d9d..e16faf6e25 100644 --- a/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot +++ b/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot b/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot index 3655ca479d..b2f71a9d2c 100644 --- a/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot +++ b/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot b/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot index 8498e2091a..afa297d84b 100644 --- a/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot +++ b/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,7 +45,7 @@ msgid "Start by declaring the member variables this object will need:" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:48 -msgid "Using the ``export`` keyword on the first variable ``speed`` allows us to set its value in the Inspector. This can be handy for values that you want to be able to adjust just like a node's built-in properties. Click on the ``Player`` node and you'll see the property now appears in the \"Script Variables\" section of the Inspector. Remember, if you change the value here, it will override the value written in the script." +msgid "Using the ``export`` keyword on the first variable ``speed`` allows us to set its value in the Inspector. This can be handy for values that you want to be able to adjust just like a node's built-in properties. Click on the ``Player`` node and you'll see the property now appears in the Inspector in a new section with the name of the script. Remember, if you change the value here, it will override the value written in the script." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:57 @@ -161,7 +161,7 @@ msgid "The `delta` parameter in the `_process()` function refers to the *frame l msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:250 -msgid "Click \"Play Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you can move the player around the screen in all directions." +msgid "Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you can move the player around the screen in all directions." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:253 diff --git a/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot b/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot index 7f96317386..8986fa6fe1 100644 --- a/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot +++ b/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot b/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot index f30610c454..a803ba1427 100644 --- a/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot +++ b/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,7 +109,7 @@ msgid "Add a script to ``Main``. At the top of the script, we use ``@export var msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:102 -msgid "Click the ``Main`` node and you will see the ``Mob Scene`` property in the Inspector under \"Script Variables\"." +msgid "Click the ``Main`` node and you will see the ``Mob Scene`` property in the Inspector under \"Main.gd\"." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:105 diff --git a/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot b/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot index 033fba2501..f60618614d 100644 --- a/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot +++ b/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot b/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot index e4535608a3..1e1c715cfa 100644 --- a/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot +++ b/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_2d_game/index.pot b/sphinx/templates/getting_started/first_2d_game/index.pot index 6376979a0c..dd71178c3f 100644 --- a/sphinx/templates/getting_started/first_2d_game/index.pot +++ b/sphinx/templates/getting_started/first_2d_game/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,7 +28,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_2d_game/index.rst:77 #: ../../docs/getting_started/first_2d_game/index.rst:77 msgid "image0" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot b/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot index 5d41508ebe..0d932b4848 100644 --- a/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot +++ b/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_3d_game/02.player_input.pot b/sphinx/templates/getting_started/first_3d_game/02.player_input.pot index a6d079d33e..b9c5b47bb3 100644 --- a/sphinx/templates/getting_started/first_3d_game/02.player_input.pot +++ b/sphinx/templates/getting_started/first_3d_game/02.player_input.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,7 +32,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:166 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:166 msgid "image0" msgstr "" @@ -65,7 +64,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:167 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:167 msgid "image1" msgstr "" @@ -78,7 +76,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:168 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:168 msgid "image2" msgstr "" @@ -99,7 +96,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:169 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:169 msgid "image3" msgstr "" @@ -116,7 +112,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:170 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:170 msgid "image4" msgstr "" @@ -129,7 +124,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:171 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:171 msgid "image5" msgstr "" @@ -158,7 +152,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:172 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:172 msgid "image6" msgstr "" @@ -171,7 +164,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:173 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:173 msgid "image7" msgstr "" @@ -192,7 +184,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:174 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:174 msgid "image8" msgstr "" @@ -205,7 +196,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:175 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:175 msgid "image9" msgstr "" @@ -222,7 +212,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:177 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:177 msgid "image12" msgstr "" @@ -251,7 +240,6 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:178 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:178 msgid "image15" msgstr "" @@ -264,7 +252,6 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:179 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:179 msgid "image16" msgstr "" @@ -277,7 +264,6 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/02.player_input.rst:181 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:181 msgid "image18" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot b/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot index b4f29a0247..3d6d164a73 100644 --- a/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot +++ b/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,7 +32,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:438 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:438 msgid "image0" msgstr "" @@ -125,7 +124,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:439 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:439 msgid "image1" msgstr "" @@ -142,7 +140,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:440 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:440 msgid "image2" msgstr "" @@ -163,7 +160,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:441 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:441 msgid "image3" msgstr "" @@ -176,7 +172,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:442 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:442 msgid "image4" msgstr "" @@ -193,7 +188,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:449 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:449 msgid "image11" msgstr "" @@ -202,7 +196,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:443 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:443 msgid "image5" msgstr "" @@ -215,7 +208,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:444 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:444 msgid "image6" msgstr "" @@ -228,7 +220,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:445 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:445 msgid "image7" msgstr "" @@ -241,7 +232,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:446 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:446 msgid "image8" msgstr "" @@ -254,7 +244,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:447 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:447 msgid "image9" msgstr "" @@ -279,7 +268,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:448 #: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:448 msgid "image10" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot b/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot index 90a2a1453d..7b366978b5 100644 --- a/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot +++ b/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,7 +40,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336 msgid "image0" msgstr "" @@ -53,7 +52,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337 msgid "image1" msgstr "" @@ -66,7 +64,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338 msgid "image2" msgstr "" @@ -87,7 +84,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339 msgid "image4" msgstr "" @@ -124,7 +120,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340 msgid "image5" msgstr "" @@ -137,7 +132,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341 msgid "image6" msgstr "" @@ -158,7 +152,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342 msgid "image7" msgstr "" @@ -203,7 +196,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343 msgid "image8" msgstr "" @@ -216,7 +208,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:344 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:344 msgid "image9" msgstr "" @@ -229,13 +220,12 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:345 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:345 msgid "image10" msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:235 -msgid "This will take you back to the script editor and add a new function for you, ``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the ``queue_free()`` method. This function destroy the instance it's called on." +msgid "This will take you back to the script editor and add a new function for you, ``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the ``queue_free()`` method. This function destroys the instance it's called on." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:254 diff --git a/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot b/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot index 62534aebe0..1243e1f38d 100644 --- a/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot +++ b/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,7 +28,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:334 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:334 msgid "image0" msgstr "" @@ -49,7 +48,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:335 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:335 msgid "image1" msgstr "" @@ -62,7 +60,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:336 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:336 msgid "image2" msgstr "" @@ -87,7 +84,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:337 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:337 msgid "image3" msgstr "" @@ -104,7 +100,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:338 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:338 msgid "image4" msgstr "" @@ -117,7 +112,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:339 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:339 msgid "image5" msgstr "" @@ -130,7 +124,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:340 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:340 msgid "image6" msgstr "" @@ -143,7 +136,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:341 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:341 msgid "image7" msgstr "" @@ -156,7 +148,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:342 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:342 msgid "image8" msgstr "" @@ -169,7 +160,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:343 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:343 msgid "image9" msgstr "" @@ -186,7 +176,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:344 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:344 msgid "image10" msgstr "" @@ -199,7 +188,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:345 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:345 msgid "image11" msgstr "" @@ -220,7 +208,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:346 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:346 msgid "image12" msgstr "" @@ -233,7 +220,6 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:347 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:347 msgid "image13" msgstr "" @@ -254,7 +240,6 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 msgid "image14" msgstr "" @@ -267,7 +252,6 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 msgid "image15" msgstr "" @@ -280,7 +264,6 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 msgid "image16" msgstr "" @@ -297,7 +280,6 @@ msgstr "" msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 msgid "image17" msgstr "" @@ -310,7 +292,6 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 msgid "image18" msgstr "" @@ -323,7 +304,6 @@ msgstr "" msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 msgid "image19" msgstr "" @@ -356,7 +336,6 @@ msgstr "" msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 msgid "image20" msgstr "" @@ -369,7 +348,6 @@ msgstr "" msgid "|image21|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 msgid "image21" msgstr "" @@ -382,7 +360,6 @@ msgstr "" msgid "|image22|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 msgid "image22" msgstr "" @@ -399,7 +376,6 @@ msgstr "" msgid "|image23|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 msgid "image23" msgstr "" @@ -412,7 +388,6 @@ msgstr "" msgid "|image24|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 msgid "image24" msgstr "" @@ -461,7 +436,6 @@ msgstr "" msgid "|image25|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 msgid "image25" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot b/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot index b91fd3b91f..4d970ad233 100644 --- a/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot +++ b/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -68,7 +68,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 msgid "image0" msgstr "" @@ -81,7 +80,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:369 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:369 msgid "image1" msgstr "" @@ -102,7 +100,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 msgid "image2" msgstr "" @@ -115,7 +112,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:371 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:371 msgid "image3" msgstr "" @@ -132,7 +128,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:372 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:372 msgid "image4" msgstr "" @@ -149,7 +144,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 msgid "image5" msgstr "" @@ -166,7 +160,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:374 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:374 msgid "image6" msgstr "" @@ -235,7 +228,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:375 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:375 msgid "image7" msgstr "" @@ -248,7 +240,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:376 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:376 msgid "image8" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot b/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot index f6ecab4a2c..a0228049f0 100644 --- a/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot +++ b/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,7 +40,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:526 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:526 msgid "image0" msgstr "" @@ -53,7 +52,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:527 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:527 msgid "image1" msgstr "" @@ -66,7 +64,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:528 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:528 msgid "image2" msgstr "" @@ -87,7 +84,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:529 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:529 msgid "image3" msgstr "" @@ -100,7 +96,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:530 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:530 msgid "image4" msgstr "" @@ -141,7 +136,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:531 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:531 msgid "image5" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot b/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot index c55fbc3a0a..3576d74ccd 100644 --- a/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot +++ b/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,7 +40,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 msgid "image1" msgstr "" @@ -53,7 +52,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 msgid "image2" msgstr "" @@ -70,7 +68,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 msgid "image3" msgstr "" @@ -83,7 +80,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 msgid "image4" msgstr "" @@ -104,7 +100,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 msgid "image5" msgstr "" @@ -117,7 +112,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 msgid "image6" msgstr "" @@ -146,7 +140,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 msgid "image7" msgstr "" @@ -175,7 +168,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 msgid "image8" msgstr "" @@ -216,7 +208,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 msgid "image9" msgstr "" @@ -245,7 +236,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 msgid "image10" msgstr "" @@ -258,7 +248,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 msgid "image11" msgstr "" @@ -271,7 +260,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 msgid "image12" msgstr "" @@ -292,7 +280,6 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 msgid "image13" msgstr "" @@ -305,7 +292,6 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 msgid "image14" msgstr "" @@ -362,7 +348,6 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 msgid "image15" msgstr "" @@ -375,7 +360,6 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 msgid "image16" msgstr "" @@ -388,7 +372,6 @@ msgstr "" msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 msgid "image17" msgstr "" @@ -409,7 +392,6 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 msgid "image18" msgstr "" @@ -426,7 +408,6 @@ msgstr "" msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:469 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:469 msgid "image19" msgstr "" @@ -439,7 +420,6 @@ msgstr "" msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:470 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:470 msgid "image20" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot b/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot index 388134d9f4..3f4d7f183a 100644 --- a/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot +++ b/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,7 +28,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:608 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:608 msgid "image0" msgstr "" @@ -57,7 +56,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:609 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:609 msgid "image1" msgstr "" @@ -74,7 +72,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:610 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:610 msgid "image2" msgstr "" @@ -87,7 +84,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:611 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:611 msgid "image3" msgstr "" @@ -100,7 +96,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:612 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:612 msgid "image4" msgstr "" @@ -117,7 +112,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:613 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:613 msgid "image5" msgstr "" @@ -130,7 +124,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:614 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:614 msgid "image6" msgstr "" @@ -143,7 +136,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:615 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:615 msgid "image7" msgstr "" @@ -156,7 +148,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 msgid "image8" msgstr "" @@ -169,7 +160,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 msgid "image9" msgstr "" @@ -194,7 +184,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 msgid "image10" msgstr "" @@ -211,7 +200,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 msgid "image11" msgstr "" @@ -224,7 +212,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 msgid "image12" msgstr "" @@ -241,7 +228,6 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 msgid "image13" msgstr "" @@ -258,7 +244,6 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 msgid "image14" msgstr "" @@ -279,7 +264,6 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 msgid "image15" msgstr "" @@ -300,7 +284,6 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 msgid "image16" msgstr "" @@ -313,7 +296,6 @@ msgstr "" msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 msgid "image17" msgstr "" @@ -326,7 +308,6 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 msgid "image18" msgstr "" @@ -343,7 +324,6 @@ msgstr "" msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 msgid "image19" msgstr "" @@ -356,7 +336,6 @@ msgstr "" msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 msgid "image20" msgstr "" @@ -369,7 +348,6 @@ msgstr "" msgid "|image21|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 msgid "image21" msgstr "" @@ -402,7 +380,6 @@ msgstr "" msgid "|image22|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 msgid "image22" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/going_further.pot b/sphinx/templates/getting_started/first_3d_game/going_further.pot index 3138ec2b64..5e8bcc9add 100644 --- a/sphinx/templates/getting_started/first_3d_game/going_further.pot +++ b/sphinx/templates/getting_started/first_3d_game/going_further.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_3d_game/index.pot b/sphinx/templates/getting_started/first_3d_game/index.pot index 8a33cba665..21e3297a25 100644 --- a/sphinx/templates/getting_started/first_3d_game/index.pot +++ b/sphinx/templates/getting_started/first_3d_game/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,7 +28,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/index.rst:72 #: ../../docs/getting_started/first_3d_game/index.rst:72 msgid "image0" msgstr "" diff --git a/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot b/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot index 0f49943f1d..e803376651 100644 --- a/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot +++ b/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot b/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot index 00d0edb0b5..bb1437379e 100644 --- a/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -64,7 +64,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 msgid "image0" msgstr "" @@ -81,7 +80,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:177 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:177 msgid "image1" msgstr "" @@ -102,7 +100,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:178 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:178 msgid "image2" msgstr "" @@ -131,7 +128,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:179 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:179 msgid "image4" msgstr "" @@ -188,7 +184,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:180 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:180 msgid "image5" msgstr "" diff --git a/sphinx/templates/getting_started/introduction/index.pot b/sphinx/templates/getting_started/introduction/index.pot index c3784b070b..01d2516320 100644 --- a/sphinx/templates/getting_started/introduction/index.pot +++ b/sphinx/templates/getting_started/introduction/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/introduction/introduction_to_godot.pot b/sphinx/templates/getting_started/introduction/introduction_to_godot.pot index 022a3fc9b4..64d25fde32 100644 --- a/sphinx/templates/getting_started/introduction/introduction_to_godot.pot +++ b/sphinx/templates/getting_started/introduction/introduction_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/introduction/key_concepts_overview.pot b/sphinx/templates/getting_started/introduction/key_concepts_overview.pot index 1eba7cbc6d..e64dd0712b 100644 --- a/sphinx/templates/getting_started/introduction/key_concepts_overview.pot +++ b/sphinx/templates/getting_started/introduction/key_concepts_overview.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/introduction/learning_new_features.pot b/sphinx/templates/getting_started/introduction/learning_new_features.pot index b8e73b1c51..fdec0edc3f 100644 --- a/sphinx/templates/getting_started/introduction/learning_new_features.pot +++ b/sphinx/templates/getting_started/introduction/learning_new_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 683b8c3d15..2132ec6395 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index da9ec128da..350e8d5fd4 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "Here's an example of a ball. It's composed of a :ref:`RigidBody2D \n" "Language-Team: LANGUAGE \n" @@ -81,7 +81,7 @@ msgid "On top of acting like nodes, scenes have the following characteristics:" msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:61 -msgid "They always have one root node, like the \"Character\" in our example." +msgid "They always have one root node, like the \"Player\" in our example." msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:62 diff --git a/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot b/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot index 2f966c3d4d..faaf0244de 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_languages.pot b/sphinx/templates/getting_started/step_by_step/scripting_languages.pot index 3bbe385873..27f599ffba 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_languages.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_languages.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot b/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot index 9e2526773f..bbd94adc35 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 2cb7471710..757e5ece27 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/step_by_step/signals.rst:6 +#: ../../docs/getting_started/step_by_step/signals.rst:-1 msgid "Signal" msgstr "" @@ -49,7 +49,7 @@ msgid "Scene setup" msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:40 -msgid "To add a button to our game, we will create a new main scene which will include both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we created in the :ref:`doc_scripting_first_script` lesson." +msgid "To add a button to our game, we will create a new scene which will include both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we created in the :ref:`doc_scripting_first_script` lesson." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:44 diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index adfab4f14b..34a7935163 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,27 +16,27 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/index.rst:75 +#: ../../docs/index.rst:65 msgid "About" msgstr "" -#: ../../docs/index.rst:89 +#: ../../docs/index.rst:79 msgid "Getting started" msgstr "" -#: ../../docs/index.rst:104 +#: ../../docs/index.rst:94 msgid "Manual" msgstr "" -#: ../../docs/index.rst:138 +#: ../../docs/index.rst:128 msgid "Contributing" msgstr "" -#: ../../docs/index.rst:150 +#: ../../docs/index.rst:140 msgid "Community" msgstr "" -#: ../../docs/index.rst:161 +#: ../../docs/index.rst:151 msgid "Class reference" msgstr "" @@ -84,7 +84,6 @@ msgstr "" msgid "weblate_widget" msgstr "" -#: ../../docs/:0 #: ../../docs/:0 msgid "Translation status" msgstr "" @@ -94,29 +93,9 @@ msgid "Offline documentation" msgstr "" #: ../../docs/index.rst:54 -msgid "To browse the documentation offline, you can use the mirror of the documentation hosted on `DevDocs `__. To enable offline browsing on DevDocs, you need to:" +msgid "To browse the documentation offline, you can `download an HTML copy `__ for offline reading (updated every Monday). Extract the ZIP archive then open the top-level ``index.html`` in a web browser." msgstr "" #: ../../docs/index.rst:58 -msgid "Click the three dots in the top-left corner, choose **Preferences**." -msgstr "" - -#: ../../docs/index.rst:59 -msgid "Enable the desired version of the Godot documentation by checking the box next to it in the sidebar." -msgstr "" - -#: ../../docs/index.rst:61 -msgid "Click the three dots in the top-left corner, choose **Offline data**." -msgstr "" - -#: ../../docs/index.rst:62 -msgid "Click the **Install** link next to the Godot documentation." -msgstr "" - -#: ../../docs/index.rst:64 -msgid "You can also `download an HTML copy `__ for offline reading (updated every Monday). Extract the ZIP archive then open the top-level ``index.html`` in a web browser." -msgstr "" - -#: ../../docs/index.rst:68 msgid "For mobile devices or e-readers, you can also `download an ePub copy `__ for offline reading (updated every Monday). Extract the ZIP archive then open the ``GodotEngine.epub`` file in an e-book reader application." msgstr "" diff --git a/sphinx/templates/sphinx.pot b/sphinx/templates/sphinx.pot index 0ac467bf99..a19dde9bf7 100644 --- a/sphinx/templates/sphinx.pot +++ b/sphinx/templates/sphinx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_antialiasing.pot b/sphinx/templates/tutorials/2d/2d_antialiasing.pot index 8225674c29..81ba91c7b7 100644 --- a/sphinx/templates/tutorials/2d/2d_antialiasing.pot +++ b/sphinx/templates/tutorials/2d/2d_antialiasing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,7 +36,6 @@ msgstr "" msgid "In the example below, you can notice how edges have a blocky appearance:" msgstr "" -#: ../../docs/tutorials/2d/2d_antialiasing.rst:31 #: ../../docs/tutorials/2d/2d_antialiasing.rst:31 msgid "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable." msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index a2ac682e1b..a56398e879 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,17 +28,14 @@ msgstr "" msgid "By default, 2D scenes in Godot are unshaded, with no lights and shadows visible. While this is fast to render, unshaded scenes can look bland. Godot provides the ability to use real-time 2D lighting and shadows, which can greatly enhance the sense of depth in your project." msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:18 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:18 msgid "No 2D lights or shadows, scene is unshaded" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:24 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:24 msgid "2D lights enabled (without shadows)" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:30 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:30 msgid "2D lights and shadows enabled" msgstr "" @@ -131,7 +128,6 @@ msgstr "" msgid "If you don't have a pre-made texture to use in a light, you can use this \"neutral\" point light texture (right-click > **Save Image As…**):" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:106 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:106 msgid "Neutral point light texture" msgstr "" @@ -284,17 +280,14 @@ msgstr "" msgid "**Item Cull Mask:** Controls which LightOccluder2D nodes cast shadows, depending on their respective **Occluder Light Mask** properties." msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:244 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:244 msgid "Hard shadows" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:250 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:250 msgid "Soft shadows (PCF13, Filter Smooth 1.5)" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:256 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:256 msgid "Soft shadows with streaking artifacts due to Filter Smooth being too high (PCF5, Filter Smooth 4)" msgstr "" @@ -343,7 +336,6 @@ msgstr "" msgid "To set up normal maps and/or specular maps on a 2D node, create a new CanvasTexture resource for the property that draws the node's texture. For example, on a Sprite2D:" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:310 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:310 msgid "Creating a CanvasTexture resource for a Sprite2D node" msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index e94f22748c..e0be563db0 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index 6a145f9d25..0f315347e6 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index ad58804d78..b8b3364f49 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index 30692aac4e..54b64c5a25 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index 0c418abae6..98da43b9b8 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index 3333480163..2314e81b14 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index 2579785081..740ffa8d7c 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index 198a20f93a..957d92cf84 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,6 @@ msgstr "" msgid "Particle flipbooks are suited to reproduce complex effects such as smoke, fire, explosions. They can also be used to introduce random texture variation, by making every particle use a different texture. You can find existing particle flipbook images online, or pre-render them using external tools such as `Blender `__ or `EmberGen `__." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:87 #: ../../docs/tutorials/2d/particle_systems_2d.rst:87 msgid "Example of a particle system that uses a flipbook texture" msgstr "" @@ -105,7 +104,6 @@ msgstr "" msgid "To use an animation flipbook, you must create a new CanvasItemMaterial in the Material section of the GPUParticles2D (or CPUParticles2D) node:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:108 #: ../../docs/tutorials/2d/particle_systems_2d.rst:108 msgid "Creating a CanvasItemMaterial at the bottom of the particles node inspector" msgstr "" @@ -114,7 +112,6 @@ msgstr "" msgid "In this CanvasItemMaterial, enable **Particle Animation** and set **H Frames** and **V Frames** to the number of columns and rows present in your flipbook texture:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:117 #: ../../docs/tutorials/2d/particle_systems_2d.rst:117 msgid "Configuring the CanvasItemMaterial for the example flipbook texture" msgstr "" @@ -407,7 +404,6 @@ msgstr "" msgid "To set up the particle flipbook for linear playback, set the **Speed Min** and **Speed Max** values to 1:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:388 #: ../../docs/tutorials/2d/particle_systems_2d.rst:388 msgid "Setting up particle animation for playback during the particle's lifetime" msgstr "" @@ -434,7 +430,6 @@ msgstr "" msgid "If you wish the particle flipbook to be used as a source of random particle textures for every particle, keep the speed values at 0 and set **Offset Max** to 1 instead:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:417 #: ../../docs/tutorials/2d/particle_systems_2d.rst:417 msgid "Setting up particle animation for random offset on emission" msgstr "" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 62764d9a7c..04b2564c4f 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,7 +44,6 @@ msgstr "" msgid "The recommended way to reuse the same TileSet in several TileMap nodes is to save the TileSet to an external resource. To do so, click the dropdown next to the TileSet resource and choose **Save**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:40 #: ../../docs/tutorials/2d/using_tilemaps.rst:40 msgid "Saving the built-in TileSet resource to an external resource file" msgstr "" @@ -61,7 +60,6 @@ msgstr "" msgid "By default, a TileMap node automatically has one premade layer. You do not have to create additional layers if you only need a single layer, but if you wish to do so now, select the TileMap node and unfold the **Layers** section in the inspector:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:59 #: ../../docs/tutorials/2d/using_tilemaps.rst:59 msgid "Creating layers in a TileMap node (example with \"background\" and \"foreground\")" msgstr "" @@ -110,7 +108,6 @@ msgstr "" msgid "Select the TileMap node, then open the TileMap panel at the bottom of the editor:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:101 #: ../../docs/tutorials/2d/using_tilemaps.rst:101 msgid "Opening the TileMap panel at the bottom of the editor. The TileMap node must be selected first." msgstr "" @@ -123,7 +120,6 @@ msgstr "" msgid "First, if you've created additional layers above, make sure you've selected the layer you wish to paint on:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:113 #: ../../docs/tutorials/2d/using_tilemaps.rst:113 msgid "Selecting a layer to paint on in the TileMap editor" msgstr "" @@ -140,7 +136,6 @@ msgstr "" msgid "Before you can place tiles in the 2D editor, you must select one or more tiles in the TileMap panel located at the bottom of the editor. To do so, click a tile in the TileMap panel, or hold down the mouse button to select multiple tiles:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:133 #: ../../docs/tutorials/2d/using_tilemaps.rst:133 msgid "Selecting a tile in the TileMap editor by clicking it" msgstr "" @@ -157,7 +152,6 @@ msgstr "" msgid "The final selection does not have to be contiguous: if there is empty space between selected tiles, it will be left empty in the pattern that will be painted in the 2D editor." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:154 #: ../../docs/tutorials/2d/using_tilemaps.rst:154 msgid "Selecting multiple tiles in the TileMap editor by holding down the left mouse button" msgstr "" @@ -166,7 +160,6 @@ msgstr "" msgid "If you've created alternative tiles in your TileSet, you can select them for painting on the right of the base tiles:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:163 #: ../../docs/tutorials/2d/using_tilemaps.rst:163 msgid "Selecting an alternative tile in the TileMap editor" msgstr "" @@ -175,7 +168,6 @@ msgstr "" msgid "Lastly, if you've created a *scenes collection* in the TileSet, you can place scene tiles in the TileMap:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:171 #: ../../docs/tutorials/2d/using_tilemaps.rst:171 msgid "Placing a scene tile containing particles using the TileMap editor" msgstr "" @@ -268,7 +260,6 @@ msgstr "" msgid "You can toggle this mode temporarily while in Paint or Eraser mode by holding :kbd:`Shift` then drawing." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:255 #: ../../docs/tutorials/2d/using_tilemaps.rst:255 msgid "Using the line tool after selecting two tiles to draw platforms diagonally" msgstr "" @@ -317,7 +308,6 @@ msgstr "" msgid "If you have selected multiple tiles in the TileMap or using the Selection tool, you can place them in a repeating pattern within the filled area." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:298 #: ../../docs/tutorials/2d/using_tilemaps.rst:298 msgid "Using the Bucket Fill tool" msgstr "" @@ -362,7 +352,6 @@ msgstr "" msgid "Example when using Paint mode:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:342 #: ../../docs/tutorials/2d/using_tilemaps.rst:342 msgid "Selecting from several times to randomly choose, then painting by holding down the left mouse button" msgstr "" @@ -371,7 +360,6 @@ msgstr "" msgid "Example when using Bucket Fill mode:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:350 #: ../../docs/tutorials/2d/using_tilemaps.rst:350 msgid "Using Bucket Fill tool with a single tile, but with randomization and scattering enabled" msgstr "" @@ -392,7 +380,6 @@ msgstr "" msgid "To create a new pattern, switch to Select mode, perform a selection and press :kbd:`Ctrl + C`. Click on empty space within the Patterns tab (a blue focus rectangle should appear around the empty space), then press :kbd:`Ctrl + V`:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:372 #: ../../docs/tutorials/2d/using_tilemaps.rst:372 msgid "Creating a new pattern from a selection in the TileMap editor" msgstr "" @@ -401,7 +388,6 @@ msgstr "" msgid "To use an existing pattern, click its image in the **Patterns** tab, switch to any painting mode, then left-click somewhere in the 2D editor:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:381 #: ../../docs/tutorials/2d/using_tilemaps.rst:381 msgid "Placing an existing pattern using the TileMap editor" msgstr "" @@ -442,12 +428,10 @@ msgstr "" msgid "The Connect mode is easier to use, but Path is more flexible as it allows for more artist control during painting. For instance, Path can allow roads to be directly adjacent to each other without being connected to each other, while Connect will force both roads to be connected." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:418 #: ../../docs/tutorials/2d/using_tilemaps.rst:418 msgid "Selecting Connect mode in the TileMap editor's Terrains tab" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:424 #: ../../docs/tutorials/2d/using_tilemaps.rst:424 msgid "Selecting Path mode in the TileMap editor's Terrains tab" msgstr "" @@ -456,7 +440,6 @@ msgstr "" msgid "Lastly, you can select specific tiles from the terrain to resolve conflicts in certain situations:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:433 #: ../../docs/tutorials/2d/using_tilemaps.rst:433 msgid "Painting with specific tiles in the TileMap editor's Terrains tab" msgstr "" @@ -473,7 +456,6 @@ msgstr "" msgid "If you remove tiles in the TileSet that are referenced in a TileMap, the TileMap will display a placeholder to indicate that an invalid tile ID is placed:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:448 #: ../../docs/tutorials/2d/using_tilemaps.rst:448 msgid "Missing tiles in the TileMap editor due to the TileSet reference being broken" msgstr "" diff --git a/sphinx/templates/tutorials/2d/using_tilesets.pot b/sphinx/templates/tutorials/2d/using_tilesets.pot index c2ef2819c0..a7db97661d 100644 --- a/sphinx/templates/tutorials/2d/using_tilesets.pot +++ b/sphinx/templates/tutorials/2d/using_tilesets.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -60,7 +60,6 @@ msgstr "" msgid "Create a new **TileMap** node, then select it and create a new TileSet resource in the inspector:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:52 #: ../../docs/tutorials/2d/using_tilesets.rst:52 msgid "Creating a new TileSet resource within the TileMap node" msgstr "" @@ -73,7 +72,6 @@ msgstr "" msgid "Set the tile size to 64×64 in the inspector to match the example tilesheet:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:69 #: ../../docs/tutorials/2d/using_tilesets.rst:69 msgid "Setting the tile size to 64×64 to match the example tilesheet" msgstr "" @@ -86,7 +84,6 @@ msgstr "" msgid "Open the **TileSet** panel at the bottom of the editor, then click the \"+\" icon in the bottom-left corner to add a new atlas:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:83 #: ../../docs/tutorials/2d/using_tilesets.rst:83 msgid "Creating a new atlas in a TileSet resource using the bottom panel" msgstr "" @@ -95,7 +92,6 @@ msgstr "" msgid "After creating an atlas, you must assign a tilesheet texture to it. This can be done by choosing it on the left column of the bottom panel, then clicking the value of the **Texture** property and choosing **Quick Load** (or **Load**). Specify the path to the image file using the file dialog that appears." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:94 #: ../../docs/tutorials/2d/using_tilesets.rst:94 msgid "Loading a tilesheet image in the newly created TileSet atlas" msgstr "" @@ -104,7 +100,6 @@ msgstr "" msgid "After specifying a valid image, you will be asked whether to create tiles automatically. Answer **Yes**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:103 #: ../../docs/tutorials/2d/using_tilesets.rst:103 msgid "Automatically creating tiles based on tilesheet image content" msgstr "" @@ -121,7 +116,6 @@ msgstr "" msgid "If there are tiles from the tilesheet you do not wish to be present in atlas, choose the Eraser tool at the top of the tileset preview, then click the tiles you wish to remove:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:121 #: ../../docs/tutorials/2d/using_tilesets.rst:121 msgid "Using the Eraser tool to remove unwanted tiles from the TileSet atlas" msgstr "" @@ -142,7 +136,6 @@ msgstr "" msgid "You can adjust properties for the atlas in the middle column:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:143 #: ../../docs/tutorials/2d/using_tilesets.rst:143 msgid "Adjusting TileSet atlas properties in the dedicated inspector (part of the TileSet panel)" msgstr "" @@ -179,7 +172,6 @@ msgstr "" msgid "Note that changing texture margin, separation and region size may cause tiles to be lost (as some of them would be located outside the atlas image's coordinates). To regenerate tiles automatically from the tilesheet, use the three vertical dots menu button at the top of the TileSet editor and choose **Create Tiles in Non-Transparent Texture Regions**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:174 #: ../../docs/tutorials/2d/using_tilesets.rst:174 msgid "Recreating tiles automatically after changing atlas properties" msgstr "" @@ -204,7 +196,6 @@ msgstr "" msgid "For this example, we'll create a scene containing a CPUParticles2D root node. Save this scene to a scene file (separate from the scene containing the TileMap), then switch to the scene containing the TileMap node. Open the TileSet editor, and create a new **Scenes Collection** in the left column:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:203 #: ../../docs/tutorials/2d/using_tilesets.rst:203 msgid "Creating a scenes collection in the TileSet editor" msgstr "" @@ -213,7 +204,6 @@ msgstr "" msgid "After creating a scenes collection, you can enter a descriptive name for the scenes collection in the middle column if you wish. Select this scenes collection then create a new scene slot:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:213 #: ../../docs/tutorials/2d/using_tilesets.rst:213 msgid "Creating a scene tile after selecting the scenes collection in the TileSet editor" msgstr "" @@ -222,7 +212,6 @@ msgstr "" msgid "Select this scene slot in the right column, then use **Quick Load** (or **Load**) to load the scene file containing the particles:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:222 #: ../../docs/tutorials/2d/using_tilesets.rst:222 msgid "Creating a scene slot, then loading a scene file into it in the TileSet editor" msgstr "" @@ -243,7 +232,6 @@ msgstr "" msgid "To do so, you must have more than one atlas created in the TileSet resource. Use the \"three vertical dots\" menu button located at the bottom of the list of atlases, then choose **Open Atlas Merging Tool**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:244 #: ../../docs/tutorials/2d/using_tilesets.rst:244 msgid "Opening the atlas merging tool after creating multiple atlases" msgstr "" @@ -252,7 +240,6 @@ msgstr "" msgid "This will open a dialog, in which you can select several atlases by holding :kbd:`Shift` or :kbd:`Ctrl` then clicking on multiple elements:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:253 #: ../../docs/tutorials/2d/using_tilesets.rst:253 msgid "Using the atlas merging tool dialog" msgstr "" @@ -293,7 +280,6 @@ msgstr "" msgid "To be able to define collision, navigation and occlusion shapes for each tile, you will need to create a physics, navigation or occlusion layer for the TileSet resource first. To do so, select the TileMap node, click the TileSet property value in the inspector to edit it then unfold **Physics Layers** and choose **Add Element**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:302 #: ../../docs/tutorials/2d/using_tilesets.rst:302 msgid "Creating a physics layer in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -302,7 +288,6 @@ msgstr "" msgid "If you also need navigation support, now is a good time to create a navigation layer:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:310 #: ../../docs/tutorials/2d/using_tilesets.rst:310 msgid "Creating a navigation layer in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -311,7 +296,6 @@ msgstr "" msgid "If you need support for light polygon occluders, now is a good time to create an occlusion layer:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:318 #: ../../docs/tutorials/2d/using_tilesets.rst:318 msgid "Creating an occlusion layer in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -328,7 +312,6 @@ msgstr "" msgid "After creating a physics layer, you have access to the **Physics Layer** section in the TileSet atlas inspector:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:338 #: ../../docs/tutorials/2d/using_tilesets.rst:338 msgid "Opening the collision editor while in Select mode" msgstr "" @@ -337,7 +320,6 @@ msgstr "" msgid "You can quickly create a rectangle collision shape by pressing :kbd:`F` while the TileSet editor is focused. If the keyboard shortcut doesn't work, try clicking in the empty area around the polygon editor to focus it:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:348 #: ../../docs/tutorials/2d/using_tilesets.rst:348 msgid "Using default rectangle collision shape by pressing :kbd:`F`" msgstr "" @@ -366,7 +348,6 @@ msgstr "" msgid "You can use the default rectangle shape to quickly create a triangle-shaped collision shape by removing one of the points:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:368 #: ../../docs/tutorials/2d/using_tilesets.rst:368 msgid "Creating a triangle collision shape by right-clicking one of the corners to remove it" msgstr "" @@ -375,7 +356,6 @@ msgstr "" msgid "You can also use the rectangle as a base for more complex shapes by adding more points:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:376 #: ../../docs/tutorials/2d/using_tilesets.rst:376 msgid "Drawing a custom collision for a complex tile shape" msgstr "" @@ -396,12 +376,10 @@ msgstr "" msgid "The data is associated with the tile in the TileSet: all instances of the placed tile will use the same custom data. If you need to create a variant of a tile that has different custom data, this can be done by :ref:`creating an alternative tile ` and changing the custom data for the alternative tile only." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:405 #: ../../docs/tutorials/2d/using_tilesets.rst:405 msgid "Creating a custom data layer in the TileSet resource inspector (within the TileMap node)" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:411 #: ../../docs/tutorials/2d/using_tilesets.rst:411 msgid "Example of configured custom data layers with game-specific properties" msgstr "" @@ -414,7 +392,6 @@ msgstr "" msgid "Note that in the editor, property names do not appear (only their index, which matches the order in which they are defined). For example, with the custom data layers example shown above, we're assigning a tile to have the ``damage_per_second`` metadata set to ``25`` and the ``destructible`` metadata to ``false``:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:426 #: ../../docs/tutorials/2d/using_tilesets.rst:426 msgid "Editing custom data in the TileSet editor while in Select mode" msgstr "" @@ -423,7 +400,6 @@ msgstr "" msgid ":ref:`Tile property painting ` can also be used for custom data:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:435 #: ../../docs/tutorials/2d/using_tilesets.rst:435 msgid "Assigning custom data in the TileSet editor using tile property painting" msgstr "" @@ -460,7 +436,6 @@ msgstr "" msgid "Select the TileMap node, go to the inspector and create a new terrain set within the TileSet *resource*:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:479 #: ../../docs/tutorials/2d/using_tilesets.rst:479 msgid "Creating a terrain set in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -469,7 +444,6 @@ msgstr "" msgid "After creating a terrain set, you **must** create one or more terrains *within* the terrain set:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:487 #: ../../docs/tutorials/2d/using_tilesets.rst:487 msgid "Creating a terrain within the terrain set" msgstr "" @@ -482,7 +456,6 @@ msgstr "" msgid "Terrain set IDs and terrain IDs are independent from each other. They also start from ``0``, not ``1``." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:504 #: ../../docs/tutorials/2d/using_tilesets.rst:504 msgid "Configuring terrain on a single tile in the TileSet editor's Select mode" msgstr "" @@ -495,7 +468,6 @@ msgstr "" msgid "For example, if a tile has all its bits set to ``0`` or greater, it will only appear if *all* 8 neighboring tiles are using a tile with the same terrain ID. If a tile has its bits set to ``0`` or greater, but the top-left, top and top-right bits are set to ``-1``, it will only appear if there is empty space on top of it (including diagonally)." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:521 #: ../../docs/tutorials/2d/using_tilesets.rst:521 msgid "Configuring terrain peering bits on a single tile in the TileSet editor's Select mode" msgstr "" @@ -504,12 +476,10 @@ msgstr "" msgid "An example configuration for a full tilesheet may look as follows:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:529 #: ../../docs/tutorials/2d/using_tilesets.rst:529 msgid "Example full tilesheet for a sidescrolling game" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:535 #: ../../docs/tutorials/2d/using_tilesets.rst:535 msgid "Example full tilesheet for a sidescrolling game with terrain peering bits visible" msgstr "" @@ -542,7 +512,6 @@ msgstr "" msgid "With numerical and color properties, you will also see a preview of the property's value on all tiles in the atlas after editing a property:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:569 #: ../../docs/tutorials/2d/using_tilesets.rst:569 msgid "Selecting multiple tiles using the Select mode, then applying properties" msgstr "" @@ -559,7 +528,6 @@ msgstr "" msgid "Configure a property to be painted in the middle column, then click on tiles (or hold down the left mouse button) in the right column to \"paint\" properties onto tiles." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:587 #: ../../docs/tutorials/2d/using_tilesets.rst:587 msgid "Painting tile properties using the TileSet editor" msgstr "" @@ -568,7 +536,6 @@ msgstr "" msgid "Tile property painting is especially useful with properties that are time-consuming to set manually, such as collision shapes:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:596 #: ../../docs/tutorials/2d/using_tilesets.rst:596 msgid "Painting a collision polygon, then left-clicking tiles to apply it" msgstr "" @@ -589,7 +556,6 @@ msgstr "" msgid "To create an alternative tile, right-click a base tile in the atlas displayed by the TileSet editor, then choose **Create an Alternative Tile**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:622 #: ../../docs/tutorials/2d/using_tilesets.rst:622 msgid "Creating an alternative tile by right-clicking a base tile in the TileSet editor" msgstr "" @@ -602,7 +568,6 @@ msgstr "" msgid "If you don't see the alternative tile, pan over to the right of the atlas image, as alternative tiles always appear on the right of base tiles of a given atlas in the TileSet editor:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:637 #: ../../docs/tutorials/2d/using_tilesets.rst:637 msgid "Configuring an alternative tile after clicking it in the TileSet editor" msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_antialiasing.pot b/sphinx/templates/tutorials/3d/3d_antialiasing.pot index 1b6e959cd3..035bf9c243 100644 --- a/sphinx/templates/tutorials/3d/3d_antialiasing.pot +++ b/sphinx/templates/tutorials/3d/3d_antialiasing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,7 +36,6 @@ msgstr "" msgid "In the example below, you can notice how edges have a blocky appearance. The vegetation is also flickering in and out, and thin lines on top of the box have almost disappeared:" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:31 #: ../../docs/tutorials/3d/3d_antialiasing.rst:31 msgid "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable." msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot index 26e3a14ae5..395250b6a7 100644 --- a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -68,7 +68,6 @@ msgstr "" msgid "Alternatively, bake some noise into your textures. This is mainly effective in 2D, e.g. for vignetting effects. In 3D, you can also use a `custom debanding shader `__ to be applied on your *materials*. This technique works even if your project is rendered with low color precision, which means it will work when using the Mobile and Compatibility rendering methods." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:63 #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:63 msgid "Color banding comparison (contrast increased for more visibility)" msgstr "" @@ -97,7 +96,6 @@ msgstr "" msgid "Depending on the scene and viewing conditions, you may also be able to move the Z-fighting objects further apart without the difference being visible to the player." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:101 #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:101 msgid "Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)" msgstr "" @@ -130,7 +128,6 @@ msgstr "" msgid "If you want a material to fade with distance, use the StandardMaterial3D distance fade mode **Pixel Dither** or **Object Dither** instead of **Pixel Alpha**. This will make the material opaque, which also speeds up rendering." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:152 #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:152 msgid "Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)" msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_text.pot b/sphinx/templates/tutorials/3d/3d_text.pot index 5e4f424a08..f3eef5693d 100644 --- a/sphinx/templates/tutorials/3d/3d_text.pot +++ b/sphinx/templates/tutorials/3d/3d_text.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 3d2439c3fd..5f73679a0e 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index 3d3fcf0cd4..e0f652ad76 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -696,7 +696,6 @@ msgstr "" msgid "Set the blend mode to **Replace** and **HDR Luminance Cap** to ``1.0``." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:707 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:707 msgid "Example of using glow to blur the 2D rendering in the menu's background" msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot b/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot index 9479f64925..9fb9425b84 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/global_illumination/index.pot b/sphinx/templates/tutorials/3d/global_illumination/index.pot index 0c215e89be..84fa779a4d 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/index.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot b/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot index fb5b61663b..de2ac528ef 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -168,7 +168,6 @@ msgstr "" msgid "For comparison, here's a 3D scene with no global illumination options used:" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:167 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:167 msgid "A 3D scene without any form of global illumination (only constant environment lighting). The box and sphere near the camera are both dynamic objects." msgstr "" @@ -181,12 +180,6 @@ msgstr "" msgid "**VoxelGI:** |average| Good reflections and indirect lighting, but beware of leaks." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 msgid "average" msgstr "" @@ -242,9 +235,6 @@ msgstr "" msgid "**LightmapGI:** |good| Excellent indirect lighting, decent reflections (optional)." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 msgid "good" msgstr "" @@ -311,7 +301,6 @@ msgstr "" msgid "**LightmapGI:** |bad| Baked, and therefore not real-time." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:324 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:324 msgid "bad" msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot b/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot index b083413ed4..17c7ba2441 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,12 +44,10 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:38 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:38 msgid "Reflection probe disabled. Environment sky is used as a fallback." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:44 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:44 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:51 msgid "Reflection probe enabled." diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot index b67ba37ef5..cb6bc02886 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,6 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:48 #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:48 msgid "LightmapGI disabled." msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot index a82357d892..e6d0ff8638 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,12 +44,10 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:36 #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:36 msgid "SDFGI disabled." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:41 #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:41 msgid "SDFGI enabled." msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot index 71ddbc6fbf..51120887c1 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,12 +36,10 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:27 #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:27 msgid "VoxelGI disabled." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:32 #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:32 msgid "VoxelGI enabled." msgstr "" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index 7dba4e068c..f192ee8d9b 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index a5f44b437b..7c8ee21c8b 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index 0eba410f54..418423ebbb 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 7a51096f2d..eeb0999300 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/mesh_lod.pot b/sphinx/templates/tutorials/3d/mesh_lod.pot index 27a346badc..2089976bdc 100644 --- a/sphinx/templates/tutorials/3d/mesh_lod.pot +++ b/sphinx/templates/tutorials/3d/mesh_lod.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -72,7 +72,6 @@ msgstr "" msgid "Here is an example of LOD meshes generated on import. Lower detailed meshes will be used when the camera is far away from the object:" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:52 #: ../../docs/tutorials/3d/mesh_lod.rst:52 msgid "From most detailed (left) to least detailed (right), shaded view" msgstr "" @@ -81,7 +80,6 @@ msgstr "" msgid "Here's the same image with wireframe rendering to make the decimation easier to see:" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:60 #: ../../docs/tutorials/3d/mesh_lod.rst:60 msgid "From most detailed (left) to least detailed (right), wireframe view" msgstr "" @@ -106,7 +104,6 @@ msgstr "" msgid "To make an OBJ file have mesh LOD generated for it, select it in the FileSystem dock, go to the Import dock, change its **Import As** option to **Scene** then click **Reimport**:" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:88 #: ../../docs/tutorials/3d/mesh_lod.rst:88 msgid "Changing the import type on an OBJ file in the Import dock" msgstr "" @@ -135,7 +132,6 @@ msgstr "" msgid "To disable mesh LOD in the editor for comparison purposes, use the **Disable Mesh LOD** advanced debug draw mode. This can be done using the menu in the top-left corner of the 3D viewport (labeled **Perspective** or **Orthogonal** depending on camera mode):" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:118 #: ../../docs/tutorials/3d/mesh_lod.rst:118 msgid "Disabling mesh LOD in the 3D viewport's top-left menu" msgstr "" diff --git a/sphinx/templates/tutorials/3d/occlusion_culling.pot b/sphinx/templates/tutorials/3d/occlusion_culling.pot index 935b5282e9..4de85cf176 100644 --- a/sphinx/templates/tutorials/3d/occlusion_culling.pot +++ b/sphinx/templates/tutorials/3d/occlusion_culling.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -52,7 +52,6 @@ msgstr "" msgid "In this example scene with hundreds of rooms stacked next to each other, a dynamic object (red sphere) is hidden behind the wall in the lit room (on the left of the door):" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:31 #: ../../docs/tutorials/3d/occlusion_culling.rst:31 msgid "Example scene with an occlusion culling-friendly layout" msgstr "" @@ -110,7 +109,7 @@ msgid "In Godot, occlusion culling works by rasterizing the scene's occluder geo msgstr "" #: ../../docs/tutorials/3d/occlusion_culling.rst:88 -msgid "The engine then uses this low-resolution buffer to test occludees' :abbr:`AABB (Axis-Aligned Bounding Box)` against the occluder shapes. The occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* by the occluder shape to be culled." +msgid "The engine then uses this low-resolution buffer to test the occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` against the occluder shapes. The occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* by the occluder shape to be culled." msgstr "" #: ../../docs/tutorials/3d/occlusion_culling.rst:93 diff --git a/sphinx/templates/tutorials/3d/particles/attractors.pot b/sphinx/templates/tutorials/3d/particles/attractors.pot index a2da739249..d63c210b42 100644 --- a/sphinx/templates/tutorials/3d/particles/attractors.pot +++ b/sphinx/templates/tutorials/3d/particles/attractors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "3D Particle attractors" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:None +#: ../../docs/tutorials/3d/particles/attractors.rst:-1 msgid "Particle attractors" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/collision.pot b/sphinx/templates/tutorials/3d/particles/collision.pot index 90b731fc70..c3c9f80452 100644 --- a/sphinx/templates/tutorials/3d/particles/collision.pot +++ b/sphinx/templates/tutorials/3d/particles/collision.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "3D Particle collisions" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:None +#: ../../docs/tutorials/3d/particles/collision.rst:-1 msgid "Particle collisions" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/complex_shapes.pot b/sphinx/templates/tutorials/3d/particles/complex_shapes.pot index bf863d1bab..2bccc575f6 100644 --- a/sphinx/templates/tutorials/3d/particles/complex_shapes.pot +++ b/sphinx/templates/tutorials/3d/particles/complex_shapes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,8 +16,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:-1 #: ../../docs/tutorials/3d/particles/complex_shapes.rst:4 -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:None msgid "Complex emission shapes" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot b/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot index f3c9f092cb..967b02c28b 100644 --- a/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot +++ b/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/particles/index.pot b/sphinx/templates/tutorials/3d/particles/index.pot index a98f3c4924..b9de5a9166 100644 --- a/sphinx/templates/tutorials/3d/particles/index.pot +++ b/sphinx/templates/tutorials/3d/particles/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/particles/process_material_properties.pot b/sphinx/templates/tutorials/3d/particles/process_material_properties.pot index 2740c40bd0..5ec1962b81 100644 --- a/sphinx/templates/tutorials/3d/particles/process_material_properties.pot +++ b/sphinx/templates/tutorials/3d/particles/process_material_properties.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -57,7 +57,7 @@ msgid "When the ``Disable Z`` property is enabled, particles will not move along msgstr "" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:47 -msgid "The ``Daming as Friction`` property changes the behavior of damping from a constant deceleration to a deceleration based on speed." +msgid "The ``Damping as Friction`` property changes the behavior of damping from a constant deceleration to a deceleration based on speed." msgstr "" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:51 @@ -224,7 +224,6 @@ msgstr "" msgid "Tangential acceleration" msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:213 #: ../../docs/tutorials/3d/particles/process_material_properties.rst:213 msgid "Tangents on a circle" msgstr "" @@ -241,7 +240,6 @@ msgstr "" msgid "A tangent to a circle is a straight line that \"touches\" the circle in a right angle to the circle's radius at the touch point. A circle on the particle system's XZ-plane is the circle that you see when you look straight down at the particle system from above." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:229 #: ../../docs/tutorials/3d/particles/process_material_properties.rst:229 msgid "Tangential acceleration from above" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/properties.pot b/sphinx/templates/tutorials/3d/particles/properties.pot index e568ec1588..e027b9783d 100644 --- a/sphinx/templates/tutorials/3d/particles/properties.pot +++ b/sphinx/templates/tutorials/3d/particles/properties.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "The ``Amount`` property controls the maximum number of particles visible msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:19 -msgid "The ``Amount Ratio`` property is the radio of particles compared to the ammount that will be emitted. If it's less than ``1.0`` the ammount of particles emitted through the lifetime will be the ``Ammount`` * ``Amount Ratio``. Changing this value while emitted doesn't affect already created particles and doesn't cause the particle system to restart. It's useful for making effects where the number of emitted particels varies over time." +msgid "The ``Amount Ratio`` property is the radio of particles compared to the ammount that will be emitted. If it's less than ``1.0`` the ammount of particles emitted through the lifetime will be the ``Ammount`` * ``Amount Ratio``. Changing this value while emitted doesn't affect already created particles and doesn't cause the particle system to restart. It's useful for making effects where the number of emitted particles varies over time." msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:25 @@ -124,7 +124,7 @@ msgstr "" msgid "Drawing properties" msgstr "" -#: ../../docs/tutorials/3d/particles/properties.rst:None +#: ../../docs/tutorials/3d/particles/properties.rst:-1 msgid "Particle drawing properties" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/subemitters.pot b/sphinx/templates/tutorials/3d/particles/subemitters.pot index f8dd688532..7d6f5922fb 100644 --- a/sphinx/templates/tutorials/3d/particles/subemitters.pot +++ b/sphinx/templates/tutorials/3d/particles/subemitters.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "Particle sub-emitters" msgstr "" -#: ../../docs/tutorials/3d/particles/subemitters.rst:None +#: ../../docs/tutorials/3d/particles/subemitters.rst:-1 msgid "Chained sub-emitters" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/trails.pot b/sphinx/templates/tutorials/3d/particles/trails.pot index 202a5d6ee0..55d518d846 100644 --- a/sphinx/templates/tutorials/3d/particles/trails.pot +++ b/sphinx/templates/tutorials/3d/particles/trails.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "3D Particle trails" msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:None +#: ../../docs/tutorials/3d/particles/trails.rst:-1 msgid "Particle trails" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/turbulence.pot b/sphinx/templates/tutorials/3d/particles/turbulence.pot index b69b3ba191..82031469dc 100644 --- a/sphinx/templates/tutorials/3d/particles/turbulence.pot +++ b/sphinx/templates/tutorials/3d/particles/turbulence.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,8 +16,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +#: ../../docs/tutorials/3d/particles/turbulence.rst:-1 #: ../../docs/tutorials/3d/particles/turbulence.rst:4 -#: ../../docs/tutorials/3d/particles/turbulence.rst:None msgid "Particle turbulence" msgstr "" diff --git a/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot b/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot index 8d4898e2b6..42070debcc 100644 --- a/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot +++ b/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -228,7 +228,6 @@ msgstr "" msgid "The sun on a cloudy day is approximately 6500 Kelvin. On a clear day, the sun is between 5500 to 6000 Kelvin. On a clear day at sunrise or sunset, the sun ranges to around 1850 Kelvin." msgstr "" -#: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:210 #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:210 msgid "Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)" msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot b/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot index f1e000a64d..701f1ffe78 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot b/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot index 75690786af..fc3021b30d 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/index.pot b/sphinx/templates/tutorials/3d/procedural_geometry/index.pot index 40dc9808ad..238f43dd27 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/index.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot b/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot index 2c2cd36c54..6d78753438 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot b/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot index 6e52428f5f..79aac6c928 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "Using the SurfaceTool" msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/surfacetool.rst:6 -msgid "The :ref:`SurfaceTool ` provides a useful interface for constructing geometry. The interface is similar to the :ref:`ImmediateMesh ` node. You set each per-vertex attribute (e.g. normal, uv, color) and then when you add a vertex it captures the attributes." +msgid "The :ref:`SurfaceTool ` provides a useful interface for constructing geometry. The interface is similar to the :ref:`ImmediateMesh ` class. You set each per-vertex attribute (e.g. normal, uv, color) and then when you add a vertex it captures the attributes." msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/surfacetool.rst:11 diff --git a/sphinx/templates/tutorials/3d/resolution_scaling.pot b/sphinx/templates/tutorials/3d/resolution_scaling.pot index a93bb7dad5..52ba6478d7 100644 --- a/sphinx/templates/tutorials/3d/resolution_scaling.pot +++ b/sphinx/templates/tutorials/3d/resolution_scaling.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -401,46 +401,46 @@ msgid "The texture LOD bias currently affects both 2D and 3D rendering in the sa msgstr "" #: ../../docs/tutorials/3d/resolution_scaling.rst:226 -msgid "The formula used to determine the texture mipmap bias is: TODO" +msgid "The formula used to determine the texture mipmap bias is: ``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``" msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:228 +#: ../../docs/tutorials/3d/resolution_scaling.rst:229 msgid "To counteract the blurriness added by some antialiasing methods, Godot also adds a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA is enabled. If both are enabled at the same time, a ``-0.75`` offset is used. This mipmap bias offset is applied *before* the resolution scaling offset, so it does not change depending on resolution scale." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:234 +#: ../../docs/tutorials/3d/resolution_scaling.rst:235 msgid "The texture LOD bias can manually be changed by adjusting the **Rendering > Textures > Default Filters > Texture Mipmap Bias** advanced project setting. It can also be changed at run-time on :ref:`Viewports ` by adjusting the ``texture_mipmap_bias`` property." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:241 +#: ../../docs/tutorials/3d/resolution_scaling.rst:242 msgid "Adjusting the mipmap LOD bias manually can be useful in certain scenarios, but this should be done carefully to prevent the final image from looking grainy in motion." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:245 +#: ../../docs/tutorials/3d/resolution_scaling.rst:246 msgid "*Negative* mipmap LOD bias can also decrease performance due to higher-resolution mips having to be sampled further away. Recommended values for a manual offset are between ``-0.5`` and ``0.0``." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:249 +#: ../../docs/tutorials/3d/resolution_scaling.rst:250 msgid "*Positive* mipmap LOD bias will make mipmapped textures appear blurrier than intended. This may improve performance slightly, but is otherwise not recommended as the loss in visual quality is usually not worth the performance gain." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:254 +#: ../../docs/tutorials/3d/resolution_scaling.rst:255 msgid "The example below shows an extreme case, with a mipmap LOD bias of ``-1.0`` and anisotropic filtering disabled to make the difference more noticeable:" msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:260 +#: ../../docs/tutorials/3d/resolution_scaling.rst:261 msgid "Troubleshooting" msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:263 +#: ../../docs/tutorials/3d/resolution_scaling.rst:264 msgid "Performance does not increase much when decreasing resolution scale" msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:265 +#: ../../docs/tutorials/3d/resolution_scaling.rst:266 msgid "If performance doesn't increase much when decreasing resolution scale to a value like ``0.5``, it likely means the performance bottleneck is elsewhere in your scene. For example, your scene could have too many draw calls, causing a CPU bottleneck to occur. Likewise, you may have too many graphics effects enabled for your GPU to handle (such as SDFGI, SSAO or SSR)." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:271 +#: ../../docs/tutorials/3d/resolution_scaling.rst:272 msgid "See the :ref:`doc_performance` tutorials for more information." msgstr "" diff --git a/sphinx/templates/tutorials/3d/standard_material_3d.pot b/sphinx/templates/tutorials/3d/standard_material_3d.pot index d0acb96572..7825f27453 100644 --- a/sphinx/templates/tutorials/3d/standard_material_3d.pot +++ b/sphinx/templates/tutorials/3d/standard_material_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -285,511 +285,511 @@ msgid "Shading mode" msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:247 -msgid "Godot has a more or less uniform cost per pixel thanks to depth pre-pass. All lighting calculations are made by running the lighting shader on every pixel." +msgid "Godot has a more or less uniform cost per pixel thanks to the depth pre-pass. All lighting calculations are made by running the lighting shader on every pixel." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:250 -msgid "As these calculations are costly, performance can be brought down considerably in some corner cases such as drawing several layers of transparency (which is common in particle systems). Switching to per-vertex lighting may help in these cases." +#: ../../docs/tutorials/3d/standard_material_3d.rst:251 +msgid "As these calculations are costly, performance can be brought down considerably in some corner cases such as drawing several layers of transparency (which is common in particle systems). Switching to the **Unshaded** shading mode may help improve performance in these cases, especially when the camera is close to particles." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:255 -msgid "Additionally, on low-end or mobile devices, switching to vertex lighting can considerably increase rendering performance." +#: ../../docs/tutorials/3d/standard_material_3d.rst:256 +msgid "Additionally, on low-end or mobile devices, switching to unshaded rendering can considerably increase rendering performance." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:260 -msgid "Keep in mind that when vertex lighting is enabled, only directional lighting can produce shadows (for performance reasons)." +#: ../../docs/tutorials/3d/standard_material_3d.rst:261 +msgid "Keep in mind that when unshaded rendering is enabled, lights will not affect the material at all." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:263 -msgid "However, in some cases you might want to show just the albedo (color) and ignore the rest. To do this you can set the shading mode to unshaded" +#: ../../docs/tutorials/3d/standard_material_3d.rst:266 +msgid "**Per-Vertex** shading is listed as an option in the shading mode property. However, per-vertex shading is currently unimplemented and will act identical to per-pixel shading." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:269 -msgid "Diffuse Mode" -msgstr "" - -#: ../../docs/tutorials/3d/standard_material_3d.rst:271 -msgid "Specifies the algorithm used by diffuse scattering of light when hitting the object. The default is *Burley*. Other modes are also available:" +#: ../../docs/tutorials/3d/standard_material_3d.rst:270 +msgid "Support for per-vertex shading is planned to be reimplemented in a future Godot release." msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:274 -msgid "**Burley:** Default mode, the original Disney Principled PBS diffuse algorithm." -msgstr "" - -#: ../../docs/tutorials/3d/standard_material_3d.rst:275 -msgid "**Lambert:** Is not affected by roughness." +msgid "Diffuse Mode" msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:276 -msgid "**Lambert Wrap:** Extends Lambert to cover more than 90 degrees when roughness increases. Works great for hair and simulating cheap subsurface scattering. This implementation is energy conserving." +msgid "Specifies the algorithm used by diffuse scattering of light when hitting the object. The default is **Burley**. Other modes are also available:" msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:279 -msgid "**Oren Nayar:** This implementation aims to take microsurfacing into account (via roughness). Works well for clay-like materials and some types of cloth." +msgid "**Burley:** Default mode, the original Disney Principled PBS diffuse algorithm." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:280 +msgid "**Lambert:** Is not affected by roughness." msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:281 +msgid "**Lambert Wrap:** Extends Lambert to cover more than 90 degrees when roughness increases. Works great for hair and simulating cheap subsurface scattering. This implementation is energy conserving." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:284 msgid "**Toon:** Provides a hard cut for lighting, with smoothing affected by roughness. It is recommended you disable sky contribution from your environment's ambient light settings or disable ambient light in the StandardMaterial3D to achieve a better effect." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:289 +#: ../../docs/tutorials/3d/standard_material_3d.rst:292 msgid "Specular Mode" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:291 +#: ../../docs/tutorials/3d/standard_material_3d.rst:294 msgid "Specifies how the specular blob will be rendered. The specular blob represents the shape of a light source reflected in the object." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:294 +#: ../../docs/tutorials/3d/standard_material_3d.rst:297 msgid "**SchlickGGX:** The most common blob used by PBR 3D engines nowadays." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:295 +#: ../../docs/tutorials/3d/standard_material_3d.rst:298 msgid "**Blinn:** Common in previous-generation engines. Not worth using nowadays, but left here for the sake of compatibility." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:297 +#: ../../docs/tutorials/3d/standard_material_3d.rst:300 msgid "**Phong:** Same as above." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:298 +#: ../../docs/tutorials/3d/standard_material_3d.rst:301 msgid "**Toon:** Creates a toon blob, which changes size depending on roughness." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:299 +#: ../../docs/tutorials/3d/standard_material_3d.rst:302 msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:304 +#: ../../docs/tutorials/3d/standard_material_3d.rst:307 msgid "Disable Ambient Light" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:306 +#: ../../docs/tutorials/3d/standard_material_3d.rst:309 msgid "Makes the object not receive any kind of ambient lighting that would otherwise light it." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:310 +#: ../../docs/tutorials/3d/standard_material_3d.rst:313 msgid "Disable Fog" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:312 +#: ../../docs/tutorials/3d/standard_material_3d.rst:315 msgid "Makes the object unaffected by depth-based or volumetric fog. This is useful for particles or other additively blended materials that would otherwise show the shape of the mesh (even in places where it would be invisible without the fog)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:315 +#: ../../docs/tutorials/3d/standard_material_3d.rst:318 msgid "Vertex Color" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:317 +#: ../../docs/tutorials/3d/standard_material_3d.rst:320 msgid "This setting allows choosing what is done by default to vertex colors that come from your 3D modeling application. By default, they are ignored." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:323 +#: ../../docs/tutorials/3d/standard_material_3d.rst:326 msgid "Use as Albedo" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:325 +#: ../../docs/tutorials/3d/standard_material_3d.rst:328 msgid "Choosing this option means vertex color is used as albedo color." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:328 +#: ../../docs/tutorials/3d/standard_material_3d.rst:331 msgid "Is sRGB" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:330 +#: ../../docs/tutorials/3d/standard_material_3d.rst:333 msgid "Most 3D modeling software will likely export vertex colors as sRGB, so toggling this option on will help them look correct." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:334 +#: ../../docs/tutorials/3d/standard_material_3d.rst:337 msgid "Albedo" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:336 +#: ../../docs/tutorials/3d/standard_material_3d.rst:339 msgid "*Albedo* is the base color for the material, on which all the other settings operate. When set to *Unshaded*, this is the only color that is visible. In previous versions of Godot, this channel was named *Diffuse*. The change of name mainly happened because, in PBR (Physically Based Rendering), this color affects many more calculations than just the diffuse lighting path." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:342 +#: ../../docs/tutorials/3d/standard_material_3d.rst:345 msgid "Albedo color and texture can be used together as they are multiplied." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:344 +#: ../../docs/tutorials/3d/standard_material_3d.rst:347 msgid "*Alpha channel* in albedo color and texture is also used for the object transparency. If you use a color or texture with *alpha channel*, make sure to either enable transparency or *alpha scissoring* for it to work." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:349 +#: ../../docs/tutorials/3d/standard_material_3d.rst:352 msgid "Metallic" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:351 +#: ../../docs/tutorials/3d/standard_material_3d.rst:354 msgid "Godot uses a metallic model over competing models due to its simplicity. This parameter defines how reflective the material is. The more reflective, the less diffuse/ambient light affects the material and the more light is reflected. This model is called \"energy-conserving\"." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:356 +#: ../../docs/tutorials/3d/standard_material_3d.rst:359 msgid "The *Specular* parameter is a general amount for the reflectivity (unlike *Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't touch it unless you need to)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:360 +#: ../../docs/tutorials/3d/standard_material_3d.rst:363 msgid "The minimum internal reflectivity is ``0.04``, so it's impossible to make a material completely unreflective, just like in real life." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:366 +#: ../../docs/tutorials/3d/standard_material_3d.rst:369 msgid "Roughness" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:368 +#: ../../docs/tutorials/3d/standard_material_3d.rst:371 msgid "*Roughness* affects the way reflection happens. A value of ``0`` makes it a perfect mirror while a value of ``1`` completely blurs the reflection (simulating natural microsurfacing). Most common types of materials can be achieved with the right combination of *Metallic* and *Roughness*." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:376 +#: ../../docs/tutorials/3d/standard_material_3d.rst:379 msgid "Emission" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:378 +#: ../../docs/tutorials/3d/standard_material_3d.rst:381 msgid "*Emission* specifies how much light is emitted by the material (keep in mind this does not include light surrounding geometry unless :ref:`VoxelGI ` or :ref:`SDFGI ` are used). This value is added to the resulting final image and is not affected by other lighting in the scene." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:386 +#: ../../docs/tutorials/3d/standard_material_3d.rst:389 msgid "Normal map" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:388 +#: ../../docs/tutorials/3d/standard_material_3d.rst:391 msgid "Normal mapping allows you to set a texture that represents finer shape detail. This does not modify geometry, only the incident angle for light. In Godot, only the red and green channels of normal maps are used for better compression and wider compatibility." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:397 +#: ../../docs/tutorials/3d/standard_material_3d.rst:400 msgid "Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is known as OpenGL style. If you've imported a material made to be used with another engine it may be DirectX style, in which case the normal map needs to be converted so its Y axis is flipped." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:402 +#: ../../docs/tutorials/3d/standard_material_3d.rst:405 msgid "More information about normal maps (including a coordinate order table for popular engines) can be found `here `__." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:407 +#: ../../docs/tutorials/3d/standard_material_3d.rst:410 msgid "Rim" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:409 +#: ../../docs/tutorials/3d/standard_material_3d.rst:412 msgid "Some fabrics have small micro-fur that causes light to scatter around it. Godot emulates this with the *Rim* parameter. Unlike other rim lighting implementations, which just use the emission channel, this one actually takes light into account (no light means no rim). This makes the effect considerably more believable." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:416 +#: ../../docs/tutorials/3d/standard_material_3d.rst:419 msgid "Rim size depends on roughness, and there is a special parameter to specify how it must be colored. If *Tint* is ``0``, the color of the light is used for the rim. If *Tint* is ``1``, then the albedo of the material is used. Using intermediate values generally works best." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:422 +#: ../../docs/tutorials/3d/standard_material_3d.rst:425 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:425 +#: ../../docs/tutorials/3d/standard_material_3d.rst:428 msgid "The *Clearcoat* parameter is used to add a secondary pass of transparent coat to the material. This is common in car paint and toys. In practice, it's a smaller specular blob added on top of the existing material." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:432 +#: ../../docs/tutorials/3d/standard_material_3d.rst:435 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:435 +#: ../../docs/tutorials/3d/standard_material_3d.rst:438 msgid "This changes the shape of the specular blob and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed aluminum more realistic. It works especially well when combined with flowmaps." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:442 +#: ../../docs/tutorials/3d/standard_material_3d.rst:445 msgid "Ambient Occlusion" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:444 +#: ../../docs/tutorials/3d/standard_material_3d.rst:447 msgid "It is possible to specify a baked ambient occlusion map. This map affects how much ambient light reaches each surface of the object (it does not affect direct light by default). While it is possible to use Screen-Space Ambient Occlusion (SSAO) to generate ambient occlusion, nothing beats the quality of a well-baked AO map. It is recommended to bake ambient occlusion whenever possible." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:453 +#: ../../docs/tutorials/3d/standard_material_3d.rst:456 msgid "Height" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:456 +#: ../../docs/tutorials/3d/standard_material_3d.rst:459 msgid "Setting a depth map on a material produces a ray-marched search to emulate the proper displacement of cavities along the view direction. This is not real added geometry, but an illusion of depth. It may not work for complex objects, but it produces a realistic depth effect for textures. For best results, *Depth* should be used together with normal mapping." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:465 +#: ../../docs/tutorials/3d/standard_material_3d.rst:468 msgid "Subsurface Scattering" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:468 +#: ../../docs/tutorials/3d/standard_material_3d.rst:471 msgid "This effect emulates light that penetrates an object's surface, is scattered, and then comes out. It is useful to create realistic skin, marble, colored liquids, etc." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:475 +#: ../../docs/tutorials/3d/standard_material_3d.rst:478 msgid "Back Lighting" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:477 -#: ../../docs/tutorials/3d/standard_material_3d.rst:676 +#: ../../docs/tutorials/3d/standard_material_3d.rst:480 +#: ../../docs/tutorials/3d/standard_material_3d.rst:679 msgid "This controls how much light from the lit side (visible to light) is transferred to the dark side (opposite from the light). This works well for thin objects such as plant leaves, grass, human ears, etc." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:482 +#: ../../docs/tutorials/3d/standard_material_3d.rst:485 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:484 +#: ../../docs/tutorials/3d/standard_material_3d.rst:487 msgid "When refraction is enabled, Godot attempts to fetch information from behind the object being rendered. This allows distorting the transparency in a way similar to refraction in real life." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:488 +#: ../../docs/tutorials/3d/standard_material_3d.rst:491 msgid "Remember to use a transparent albedo texture (or reduce the albedo color's alpha channel) to make refraction visible, as refraction relies on transparency to have a visible effect." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:492 +#: ../../docs/tutorials/3d/standard_material_3d.rst:495 msgid "A normal map can optionally be specified in the **Refraction Texture** property to allow distorting the refraction's direction on a per-pixel basis." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:499 +#: ../../docs/tutorials/3d/standard_material_3d.rst:502 msgid "Refraction is implemented as a screen-space effect and forces the material to be transparent. This makes the effect relatively fast, but this results in some limitations:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:503 +#: ../../docs/tutorials/3d/standard_material_3d.rst:506 msgid ":ref:`Transparency sorting ` issues may occur." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:505 +#: ../../docs/tutorials/3d/standard_material_3d.rst:508 msgid "The refractive material cannot refract onto itself, or onto other transparent materials. A refractive material behind another transparent material will be invisible." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:508 +#: ../../docs/tutorials/3d/standard_material_3d.rst:511 msgid "Off-screen objects cannot appear in the refraction. This is most noticeable with high refraction strength values." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:510 +#: ../../docs/tutorials/3d/standard_material_3d.rst:513 msgid "Opaque materials in front of the refractive material will appear to have \"refracted\" edges, even though they shouldn't." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:514 +#: ../../docs/tutorials/3d/standard_material_3d.rst:517 msgid "Detail" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:516 +#: ../../docs/tutorials/3d/standard_material_3d.rst:519 msgid "Godot allows using secondary albedo and normal maps to generate a detail texture, which can be blended in many ways. By combining this with secondary UV or triplanar modes, many interesting textures can be achieved." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:522 +#: ../../docs/tutorials/3d/standard_material_3d.rst:525 msgid "There are several settings that control how detail is used." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:524 +#: ../../docs/tutorials/3d/standard_material_3d.rst:527 msgid "Mask: The detail mask is a black and white image used to control where the blending takes place on a texture. White is for the detail textures, Black is for the regular material textures, different shades of gray are for partial blending of the material textures and detail textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:529 +#: ../../docs/tutorials/3d/standard_material_3d.rst:532 msgid "Blend Mode: These four modes control how the textures are blended together." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:531 +#: ../../docs/tutorials/3d/standard_material_3d.rst:534 msgid "Mix: Combines pixel values of both textures. At black, only show the material texture, at white, only show the detail texture. Values of gray create a smooth blend between the two." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:535 +#: ../../docs/tutorials/3d/standard_material_3d.rst:538 msgid "Add: Adds pixel values of one Texture with the other. Unlike mix mode both textures are completely mixed at white parts of a mask and not at gray parts. The original texture is mostly unchanged at black" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:539 +#: ../../docs/tutorials/3d/standard_material_3d.rst:542 msgid "Sub: Subtracts pixel values of one texture with the other. The second texture is completely subtracted at white parts of a mask with only a little subtraction in black parts, gray parts being different levels of subtraction based on the exact texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:544 +#: ../../docs/tutorials/3d/standard_material_3d.rst:547 msgid "Mul: Multiplies the RGB channel numbers for each pixel from the top texture with the values for the corresponding pixel from the bottom texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:547 +#: ../../docs/tutorials/3d/standard_material_3d.rst:550 msgid "Albedo: This is where you put an albedo texture you want to blend. If nothing is in this slot it will be interpreted as white by default." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:550 +#: ../../docs/tutorials/3d/standard_material_3d.rst:553 msgid "Normal: This is where you put a normal texture you want to blend. If nothing is in this slot it will be interpreted as a flat normal map. This can still be used even if the material does not have normal map enabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:555 +#: ../../docs/tutorials/3d/standard_material_3d.rst:558 msgid "UV1 and UV2" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:557 +#: ../../docs/tutorials/3d/standard_material_3d.rst:560 msgid "Godot supports two UV channels per material. Secondary UV is often useful for ambient occlusion or emission (baked light). UVs can be scaled and offset, which is useful when using repeating textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:564 +#: ../../docs/tutorials/3d/standard_material_3d.rst:567 msgid "Triplanar Mapping" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:566 +#: ../../docs/tutorials/3d/standard_material_3d.rst:569 msgid "Triplanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, sometimes called \"Autotexture\". Textures are sampled in X, Y and Z and blended by the normal. Triplanar mapping can be performed in either world space or object space." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:571 +#: ../../docs/tutorials/3d/standard_material_3d.rst:574 msgid "In the image below, you can see how all primitives share the same material with world triplanar, so the brick texture continues smoothly between them." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:577 +#: ../../docs/tutorials/3d/standard_material_3d.rst:580 msgid "World Triplanar" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:579 +#: ../../docs/tutorials/3d/standard_material_3d.rst:582 msgid "When using triplanar mapping, it is computed in object local space. This option makes it use world space instead." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:585 +#: ../../docs/tutorials/3d/standard_material_3d.rst:588 msgid "Sampling" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:588 +#: ../../docs/tutorials/3d/standard_material_3d.rst:591 msgid "Filter" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:590 +#: ../../docs/tutorials/3d/standard_material_3d.rst:593 msgid "The filtering method for the textures used by the material. See :ref:`this page` for a full list of options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:594 +#: ../../docs/tutorials/3d/standard_material_3d.rst:597 msgid "Repeat" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:596 +#: ../../docs/tutorials/3d/standard_material_3d.rst:599 msgid "if the textures used by the material repeat, and how they repeat. See :ref:`this page` for a full list of options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:600 +#: ../../docs/tutorials/3d/standard_material_3d.rst:603 msgid "Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:603 +#: ../../docs/tutorials/3d/standard_material_3d.rst:606 msgid "Do Not Receive Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:605 +#: ../../docs/tutorials/3d/standard_material_3d.rst:608 msgid "Makes the object not receive any kind of shadow that would otherwise be cast onto it." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:609 +#: ../../docs/tutorials/3d/standard_material_3d.rst:612 msgid "Use Shadow to Opacity" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:611 +#: ../../docs/tutorials/3d/standard_material_3d.rst:614 msgid "Lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:615 +#: ../../docs/tutorials/3d/standard_material_3d.rst:618 msgid "Billboard" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:618 +#: ../../docs/tutorials/3d/standard_material_3d.rst:621 msgid "Billboard Mode" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:620 +#: ../../docs/tutorials/3d/standard_material_3d.rst:623 msgid "Enables billboard mode for drawing materials. This controls how the object faces the camera:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:623 +#: ../../docs/tutorials/3d/standard_material_3d.rst:626 msgid "**Disabled:** Billboard mode is disabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:624 +#: ../../docs/tutorials/3d/standard_material_3d.rst:627 msgid "**Enabled:** Billboard mode is enabled. The object's -Z axis will always face the camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:626 +#: ../../docs/tutorials/3d/standard_material_3d.rst:629 msgid "**Y-Billboard:** The object's X axis will always be aligned with the camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:627 +#: ../../docs/tutorials/3d/standard_material_3d.rst:630 msgid "**Particle Billboard:** Most suited for particle systems, because it allows specifying :ref:`flipbook animation `." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:632 +#: ../../docs/tutorials/3d/standard_material_3d.rst:635 msgid "The **Particles Anim** section is only visible when the billboard mode is **Particle Billboard**." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:635 +#: ../../docs/tutorials/3d/standard_material_3d.rst:638 msgid "Billboard Keep Scale" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:637 +#: ../../docs/tutorials/3d/standard_material_3d.rst:640 msgid "Enables scaling a mesh in billboard mode." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:640 +#: ../../docs/tutorials/3d/standard_material_3d.rst:643 msgid "Grow" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:642 +#: ../../docs/tutorials/3d/standard_material_3d.rst:645 msgid "Grows the object vertices in the direction pointed by their normals:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:646 +#: ../../docs/tutorials/3d/standard_material_3d.rst:649 msgid "This is commonly used to create cheap outlines. Add a second material pass, make it black and unshaded, reverse culling (Cull Front), and add some grow:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:652 +#: ../../docs/tutorials/3d/standard_material_3d.rst:655 msgid "Transform" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:655 +#: ../../docs/tutorials/3d/standard_material_3d.rst:658 msgid "Fixed Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:657 +#: ../../docs/tutorials/3d/standard_material_3d.rst:660 msgid "This causes the object to be rendered at the same size no matter the distance. This is useful mostly for indicators (no depth test and high render priority) and some types of billboards." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:662 +#: ../../docs/tutorials/3d/standard_material_3d.rst:665 msgid "Use Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:664 +#: ../../docs/tutorials/3d/standard_material_3d.rst:667 msgid "This option is only effective when the geometry rendered is made of points (generally it's made of triangles when imported from 3D modeling software). If so, then those points can be resized (see below)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:669 +#: ../../docs/tutorials/3d/standard_material_3d.rst:672 msgid "Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:671 +#: ../../docs/tutorials/3d/standard_material_3d.rst:674 msgid "When drawing points, specify the point size in pixels." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:674 +#: ../../docs/tutorials/3d/standard_material_3d.rst:677 msgid "Transmission" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:683 +#: ../../docs/tutorials/3d/standard_material_3d.rst:686 msgid "Proximity and Distance Fade" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:685 +#: ../../docs/tutorials/3d/standard_material_3d.rst:688 msgid "Godot allows materials to fade by proximity to each other as well as depending on the distance from the viewer. Proximity fade is useful for effects such as soft particles or a mass of water with a smooth blending to the shores." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:691 +#: ../../docs/tutorials/3d/standard_material_3d.rst:694 msgid "Distance fade is useful for light shafts or indicators that are only present after a given distance." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:694 +#: ../../docs/tutorials/3d/standard_material_3d.rst:697 msgid "Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode enables alpha blending. Alpha blending is more GPU-intensive and can cause transparency sorting issues. Alpha blending also disables many material features such as the ability to cast shadows. To hide a character when they get too close to the camera, consider using **Pixel Dither** or better, **Object Dither** (which is even faster than **Pixel Dither**)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:703 +#: ../../docs/tutorials/3d/standard_material_3d.rst:706 msgid "Material Settings" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:706 +#: ../../docs/tutorials/3d/standard_material_3d.rst:709 msgid "Render priority" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:708 +#: ../../docs/tutorials/3d/standard_material_3d.rst:711 msgid "The rendering order of objects can be changed, although this is mostly useful for transparent objects (or opaque objects that perform depth draw but no color draw, such as cracks on the floor)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:713 +#: ../../docs/tutorials/3d/standard_material_3d.rst:716 msgid "Next Pass" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:715 +#: ../../docs/tutorials/3d/standard_material_3d.rst:718 msgid "Sets the material to be used for the next pass. This renders the object again with a different material." msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_decals.pot b/sphinx/templates/tutorials/3d/using_decals.pot index e21593c897..638b817892 100644 --- a/sphinx/templates/tutorials/3d/using_decals.pot +++ b/sphinx/templates/tutorials/3d/using_decals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,7 +76,6 @@ msgstr "" msgid "Since decals can inject their own :abbr:`PBR (Physically-Based Rendering)` properties on top of the projected surfaces, they can also be used to create footprints or wet puddles." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:58 #: ../../docs/tutorials/3d/using_decals.rst:58 msgid "Dirt added on top of level geometry using decals" msgstr "" @@ -109,7 +108,6 @@ msgstr "" msgid "Even with real-time lighting, blob shadows can still be useful as a form of ambient occlusion for situations where SSAO is too expensive or too unstable due to its screen-space nature. For example, vehicles' underside shadows are well-represented using blob shadows." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:93 #: ../../docs/tutorials/3d/using_decals.rst:93 msgid "Blob shadow under object comparison" msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index 6225997e6d..4c3aa0cd6a 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index b6f91ad33b..329619a64c 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index e71ddc0d8b..9e8ce9fa81 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/variable_rate_shading.pot b/sphinx/templates/tutorials/3d/variable_rate_shading.pot index ca63b6d5da..ec739e08b8 100644 --- a/sphinx/templates/tutorials/3d/variable_rate_shading.pot +++ b/sphinx/templates/tutorials/3d/variable_rate_shading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,12 +40,10 @@ msgstr "" msgid "Here's a scene rendered with rate shading disabled then enabled, using the density map linked at the bottom of this page:" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:36 #: ../../docs/tutorials/3d/variable_rate_shading.rst:36 msgid "Variable rate shading disabled in textured scene" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:42 #: ../../docs/tutorials/3d/variable_rate_shading.rst:42 msgid "Variable rate shading enabled in textured scene (lower quality but higher performance)" msgstr "" @@ -54,12 +52,10 @@ msgstr "" msgid "When used in scenes with low-frequency detail (such as scenes with a stylized/low-poly aesthetic), it's possible to achieve similar performance gains but with less reduction in visual quality:" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:52 #: ../../docs/tutorials/3d/variable_rate_shading.rst:52 msgid "Variable rate shading disabled in untextured scene" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:58 #: ../../docs/tutorials/3d/variable_rate_shading.rst:58 msgid "Variable rate shading enabled in untextured scene (lower quality but higher performance)" msgstr "" @@ -270,7 +266,6 @@ msgstr "" msgid "For example, this VRS density texture provides the highest shading density in the center of the viewport, and the lowest shading density in the corners:" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:163 #: ../../docs/tutorials/3d/variable_rate_shading.rst:163 msgid "Example VRS density map texture, simulating foveated rendering" msgstr "" diff --git a/sphinx/templates/tutorials/3d/visibility_ranges.pot b/sphinx/templates/tutorials/3d/visibility_ranges.pot index eabb00f9de..1f555fafdd 100644 --- a/sphinx/templates/tutorials/3d/visibility_ranges.pot +++ b/sphinx/templates/tutorials/3d/visibility_ranges.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -145,7 +145,7 @@ msgid "In the inspector's **Visibility Range** section, there are 3 fade modes t msgstr "" #: ../../docs/tutorials/3d/visibility_ranges.rst:111 -msgid "**Disabled:** Uses hysteresis to switch between LOD levels instantly. This prevents situations where LOD levels are switched back and forth quickly when the player moves forward and then backward at the LOD transition point. The hystereis distance is determined by **Visibility Range > Begin Margin** and **Visibility Range > End Margin**. This mode provides the best performance as it doesn't force rendering to become transparent during the fade transition." +msgid "**Disabled:** Uses hysteresis to switch between LOD levels instantly. This prevents situations where LOD levels are switched back and forth quickly when the player moves forward and then backward at the LOD transition point. The hysteresis distance is determined by **Visibility Range > Begin Margin** and **Visibility Range > End Margin**. This mode provides the best performance as it doesn't force rendering to become transparent during the fade transition." msgstr "" #: ../../docs/tutorials/3d/visibility_ranges.rst:117 diff --git a/sphinx/templates/tutorials/3d/volumetric_fog.pot b/sphinx/templates/tutorials/3d/volumetric_fog.pot index daf85bfba3..769e2f1abb 100644 --- a/sphinx/templates/tutorials/3d/volumetric_fog.pot +++ b/sphinx/templates/tutorials/3d/volumetric_fog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index e2f5386114..4c5991e79b 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/animation_track_types.pot b/sphinx/templates/tutorials/animation/animation_track_types.pot index f241b29ca6..a266294bef 100644 --- a/sphinx/templates/tutorials/animation/animation_track_types.pot +++ b/sphinx/templates/tutorials/animation/animation_track_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index a13ea640df..870f4932f3 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/creating_movies.pot b/sphinx/templates/tutorials/animation/creating_movies.pot index b4fd31ca08..ccaf13eb81 100644 --- a/sphinx/templates/tutorials/animation/creating_movies.pot +++ b/sphinx/templates/tutorials/animation/creating_movies.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,6 @@ msgstr "" msgid "To enable Movie Maker mode, click the \"movie reel\" button in the top-right corner of the editor *before* running the project:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:67 #: ../../docs/tutorials/animation/creating_movies.rst:67 msgid "Movie Maker mode is disabled, click the \"movie reel\" icon to enable" msgstr "" @@ -93,7 +92,6 @@ msgstr "" msgid "The icon gets a background matching the accent color when Movie Maker mode is enabled:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:76 #: ../../docs/tutorials/animation/creating_movies.rst:76 msgid "Movie Maker mode is enabled, click the \"movie reel\" icon again to disable" msgstr "" @@ -110,7 +108,6 @@ msgstr "" msgid "Before you can record video by running the project, you still need to configure the output file path. This path can be set for all scenes in the Project Settings:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:93 #: ../../docs/tutorials/animation/creating_movies.rst:93 msgid "Movie Maker project settings (with Advanced toggle enabled)" msgstr "" @@ -119,7 +116,6 @@ msgstr "" msgid "Alternatively, you can set the output file path on a per-scene basis by adding a String metadata with the name ``movie_file`` to the scene's **root node**. This is only used when the main scene is set to the scene in question, or when running the scene directly by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS)." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:104 #: ../../docs/tutorials/animation/creating_movies.rst:104 msgid "Inspector view after creating a ``movie_file`` metadata of type String" msgstr "" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index 55a6c0074c..0459f17de7 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index aef531cc9b..1a5306b808 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction.pot b/sphinx/templates/tutorials/animation/introduction.pot index 9d9b0b46d5..2c9e9f4c0c 100644 --- a/sphinx/templates/tutorials/animation/introduction.pot +++ b/sphinx/templates/tutorials/animation/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -56,7 +56,6 @@ msgstr "" msgid "The AnimationPlayer node type is the data container for your animations. One AnimationPlayer node can hold multiple animations, which can automatically transition to one another." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:33 #: ../../docs/tutorials/animation/introduction.rst:33 msgid "The AnimationPlayer node" msgstr "" @@ -65,7 +64,6 @@ msgstr "" msgid "After you create an AnimationPlayer node, click on it to open the Animation Panel at the bottom of the viewport." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:41 #: ../../docs/tutorials/animation/introduction.rst:41 msgid "The animation panel position" msgstr "" @@ -74,7 +72,6 @@ msgstr "" msgid "The animation panel consists of four parts:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:48 #: ../../docs/tutorials/animation/introduction.rst:48 msgid "The animation panel" msgstr "" @@ -107,7 +104,6 @@ msgstr "" msgid "Diamond shapes represent keyframes in the timeline. A line between two keyframes indicates that the value doesn't change between them." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:67 #: ../../docs/tutorials/animation/introduction.rst:67 msgid "Keyframes in Godot" msgstr "" @@ -116,7 +112,6 @@ msgstr "" msgid "You set values of a node's properties and create animation keyframes for them. When the animation runs, the engine will interpolate the values between the keyframes, resulting in them gradually changing over time." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:76 #: ../../docs/tutorials/animation/introduction.rst:76 msgid "Two keyframes are all it takes to obtain a smooth motion" msgstr "" @@ -125,7 +120,6 @@ msgstr "" msgid "The timeline defines how long the animation will take. You can insert keyframes at various points, and change their timing." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:84 #: ../../docs/tutorials/animation/introduction.rst:84 msgid "The timeline in the animation panel" msgstr "" @@ -134,7 +128,6 @@ msgstr "" msgid "Each line in the Animation Panel is an animation track that references a Normal or Transform property of a node. Each track stores a path to a node and its affected property. For example, the position track in the illustration refers to the ``position`` property of the Sprite2D node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:95 #: ../../docs/tutorials/animation/introduction.rst:95 msgid "Example of Normal animation tracks" msgstr "" @@ -143,8 +136,6 @@ msgstr "" msgid "If you animate the wrong property, you can edit a track's path at any time by double-clicking on it and typing the new path. Play the animation using the \"Play from beginning\" button |Play from beginning| (or pressing :kbd:`Shift + D` on keyboard) to see the changes instantly." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 -#: ../../docs/tutorials/animation/introduction.rst:339 #: ../../docs/tutorials/animation/introduction.rst:339 msgid "Play from beginning" msgstr "" @@ -161,7 +152,6 @@ msgstr "" msgid "For this tutorial, we'll create a Sprite node with an AnimationPlayer as its child. We will animate the sprite to move between two points on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:116 #: ../../docs/tutorials/animation/introduction.rst:116 msgid "Our scene setup" msgstr "" @@ -186,12 +176,10 @@ msgstr "" msgid "Select the AnimationPlayer node and click the \"Animation\" button in the animation editor. From the list, select \"New\" (|Add Animation|) to add a new animation. Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:340 #: ../../docs/tutorials/animation/introduction.rst:340 msgid "Add Animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 #: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" @@ -204,7 +192,6 @@ msgstr "" msgid "For reusability, the animation is registered in a list in the animation library resource. If you add an animation to AnimationPlayer without specifying any particular settings, the animation will be registered in the [Global] animation library that AnimationPlayer has by default." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 #: ../../docs/tutorials/animation/introduction.rst:151 msgid "Manage animations" msgstr "" @@ -213,7 +200,6 @@ msgstr "" msgid "If there are multiple animation libraries and you try to add an animation, a dialog box will appear with options." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:158 #: ../../docs/tutorials/animation/introduction.rst:158 msgid "Add a new animation with library option" msgstr "" @@ -226,7 +212,6 @@ msgstr "" msgid "To add a new track for our sprite, select it and take a look at the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 #: ../../docs/tutorials/animation/introduction.rst:169 msgid "Convenience buttons" msgstr "" @@ -243,7 +228,6 @@ msgstr "" msgid "Godot will create a new track and insert our first keyframe at the beginning of the timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 #: ../../docs/tutorials/animation/introduction.rst:186 msgid "The sprite track" msgstr "" @@ -260,7 +244,6 @@ msgstr "" msgid "Let's say we want it to take two seconds to move between the points. By default, the animation is set to last only one second, so change the animation length to 2 in the controls on the right side of the animation panel's timeline header." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:201 #: ../../docs/tutorials/animation/introduction.rst:201 msgid "Animation length" msgstr "" @@ -285,7 +268,6 @@ msgstr "" msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 #: ../../docs/tutorials/animation/introduction.rst:219 msgid "The animation" msgstr "" @@ -302,7 +284,6 @@ msgstr "" msgid "This means we can extend the animation length to four seconds now, and Godot will also calculate the frames from the last keyframe to the first, moving our sprite back and forth." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 #: ../../docs/tutorials/animation/introduction.rst:235 msgid "Animation loop" msgstr "" @@ -313,7 +294,6 @@ msgstr "" #: ../../docs/tutorials/animation/introduction.rst:241 #: ../../docs/tutorials/animation/introduction.rst:249 -#: ../../docs/tutorials/animation/introduction.rst:249 msgid "Track settings" msgstr "" @@ -337,7 +317,6 @@ msgstr "" msgid "**Capture:** if the first keyframe's time is greater than ``0.0``, the current value of the property will be remembered and will be blended with the first animation key. For example, you could use the Capture mode to move a node that's located anywhere to a specific location." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:265 #: ../../docs/tutorials/animation/introduction.rst:265 msgid "Track mode" msgstr "" @@ -370,7 +349,6 @@ msgstr "" msgid "Cubic Angle (Only appears in rotation property): Cubic mode with shortest path rotation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:284 #: ../../docs/tutorials/animation/introduction.rst:284 msgid "Track interpolation" msgstr "" @@ -383,7 +361,6 @@ msgstr "" msgid "Godot supports two loop modes, which affect the animation when it's set to loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:297 #: ../../docs/tutorials/animation/introduction.rst:297 msgid "Loop modes" msgstr "" @@ -398,7 +375,6 @@ msgstr "" #: ../../docs/tutorials/animation/introduction.rst:307 #: ../../docs/tutorials/animation/introduction.rst:320 -#: ../../docs/tutorials/animation/introduction.rst:320 msgid "Keyframes for other properties" msgstr "" @@ -418,7 +394,6 @@ msgstr "" msgid "You can click on a keyframe in the animation timeline to display and edit its value in the *Inspector*." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:331 #: ../../docs/tutorials/animation/introduction.rst:331 msgid "Keyframe editor editing a key" msgstr "" diff --git a/sphinx/templates/tutorials/animation/playing_videos.pot b/sphinx/templates/tutorials/animation/playing_videos.pot index 842711daab..135854cba0 100644 --- a/sphinx/templates/tutorials/animation/playing_videos.pot +++ b/sphinx/templates/tutorials/animation/playing_videos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot index bd1d78a779..64aaab387d 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,7 +101,7 @@ msgid "Animation Mode" msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/animation.rst:63 -msgid "Godot and Blender have different structure to store animation data. In Godot animation data is stored in an AnimationPlayer node, instead of in each animated node. In order to fix this inconsistence and still make the animation play versatile, this add-on has three animation exporting modes." +msgid "Godot and Blender have different structure to store animation data. In Godot animation data is stored in an AnimationPlayer node, instead of in each animated node. In order to fix this inconsistency and still make the animation play versatile, this add-on has three animation exporting modes." msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/animation.rst:70 diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot index 0851ea5219..30d5a79b3e 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot index 1884983654..6506bffce0 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot index 8ba099cce0..9ce3da7c6a 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot index a13f00c5ca..4376845f3d 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot index e3ad3fb23b..e052bab2ca 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot index cdcf4605bb..6400888d8d 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,7 +41,7 @@ msgid "Bone Weights" msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/skeleton.rst:24 -msgid "Blender put rigged mesh vertices which has no bone weights at its original position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh deformed. Therefore, the exporter would raise an error for any vertex with no bone weights detected in a rigged mesh." +msgid "Blender puts rigged mesh vertices which have no bone weights at their original position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh deformed. Therefore, the exporter will raise an error for any vertex with no bone weights detected in a rigged mesh." msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/skeleton.rst:30 diff --git a/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot b/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot index b87e1024ec..a59c130394 100644 --- a/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot +++ b/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/import_process.pot b/sphinx/templates/tutorials/assets_pipeline/import_process.pot index 9169f05297..b103c46aea 100644 --- a/sphinx/templates/tutorials/assets_pipeline/import_process.pot +++ b/sphinx/templates/tutorials/assets_pipeline/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot index a3bff36606..3eead74941 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -92,7 +92,7 @@ msgstr "" msgid "The glTF import process first loads the glTF file's data into an in-memory GLTFState class. This data is then used to generate a Godot scene. When importing files at runtime, this scene can be directly added to the tree. The export process is the reverse of this, a Godot scene is converted to a GLTFState class, then the glTF file is generated from that." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "Diagram explaining the runtime import and export process for glTF files in Godot" msgstr "" @@ -100,7 +100,7 @@ msgstr "" msgid "When importing glTF files in the editor, there are two more steps. After generating the Godot scene, the ResourceImporterScene class is used to apply additional import settings, including settings you set through the Import dock and the Advanced Import Settings dialog. This is then saved as a Godot scene file, which is what gets used when you run/export your game." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "Diagram explaining the editor import process for glTF files in Godot" msgstr "" @@ -152,7 +152,7 @@ msgstr "" msgid "The ``.blend`` import process converts to glTF first, so it still uses Godot's glTF import code. Therefore, the ``.blend`` import process is the same as the glTF import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "Diagram explaining the import process for Blender files in Godot" msgstr "" @@ -220,7 +220,7 @@ msgstr "" msgid "The FBX import process converts to glTF first, so it still uses Godot's glTF import code. Therefore, the FBX import process is the same as the glTF import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "Diagram explaining the import process for FBX files in Godot" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot index f3cbcb26ca..3c689679ab 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,7 +40,6 @@ msgstr "" msgid "To allow customizing the scene and its materials, Godot's scene importer allows for different workflows regarding how data is imported." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:35 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:35 msgid "Import dock after selecting a 3D scene in the FileSystem dock" msgstr "" @@ -265,7 +264,6 @@ msgstr "" msgid "If you select a mesh, different options will appear in the panel on the right:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:249 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:249 msgid "Advanced Import Settings dialog (Meshes tab)" msgstr "" @@ -302,7 +300,6 @@ msgstr "" msgid "If you select a material, only one option will appear in the panel on the right:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:297 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:297 msgid "Advanced Import Settings dialog (Materials tab)" msgstr "" @@ -339,7 +336,6 @@ msgstr "" msgid "In the top-left corner of the Advanced Import Settings dialog, choose **Actions… > Extract Materials**:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:325 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:325 msgid "Extracting all built-in materials to external resources in the Advanced Import Settings dialog" msgstr "" @@ -348,7 +344,6 @@ msgstr "" msgid "After choosing this option, select a folder to extract material ``.tres`` files to, then confirm the extraction:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:334 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:334 msgid "Confirming material extraction in the Advanced Import Settings subdialog" msgstr "" @@ -397,7 +392,6 @@ msgstr "" msgid "To do so, select the glTF file in the FileSystem dock, then change the import mode to Animation Library in the Import dock:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:414 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:414 msgid "Changing the import type to Animation Library in the Import dock" msgstr "" @@ -486,7 +480,6 @@ msgstr "" msgid "However, it is possible to make local modifications by using *scene inheritance*. If you try to open the imported scene using **Scene > Open Scene…** or **Scene > Quick Open Scene…**, the following dialog will appear:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:515 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:515 msgid "Dialog when opening an imported 3D scene in the editor" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot index b000c9083b..95af29af8c 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot index 44e96f3db4..73cb6225db 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot index b0371f628e..34f112bd4b 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,6 @@ msgstr "" msgid "With Collada files, the option ``-colonly`` can also be used with Blender's empty objects. On import, it will create a :ref:`class_StaticBody3D` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:69 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:69 msgid "Choosing a draw type for an Empty on creation in Blender" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot b/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot index 61927dd894..5a59480fa2 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -121,7 +121,6 @@ msgstr "" msgid "Several options are available in the Import dock after selecting a WAV file in the FileSystem dock:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:72 #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:72 msgid "Import options in the Import dock after selecting a WAV file in the FileSystem dock" msgstr "" @@ -315,7 +314,6 @@ msgstr "" msgid "If you double-click an Ogg Vorbis or MP3 file in the FileSystem dock (or choose **Advanced…** in the Import dock), you will see a dialog appear:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:251 #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:251 msgid "Advanced dialog when double-clicking a Ogg Vorbis or MP3 file in the FileSystem dock" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_images.pot b/sphinx/templates/tutorials/assets_pipeline/importing_images.pot index 9994d933c2..7b144ab1e6 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_images.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -200,54 +200,10 @@ msgstr "" msgid "In this table, each of the 5 options are described together with their advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 msgid "good" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 msgid "bad" msgstr "" @@ -309,37 +265,20 @@ msgstr "" msgid "**Size on disk**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 msgid "|regular| Small" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 msgid "regular" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 msgid "|good| Very small" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 msgid "|bad| Large" msgstr "" @@ -347,7 +286,6 @@ msgstr "" msgid "**Memory usage**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 msgid "|good| Small" msgstr "" @@ -357,14 +295,10 @@ msgid "**Performance**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 msgid "|regular| Normal" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 msgid "|good| Fast" @@ -374,7 +308,6 @@ msgstr "" msgid "**Quality loss**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 msgid "|good| None" msgstr "" @@ -383,7 +316,6 @@ msgstr "" msgid "|regular| Slight" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 msgid "|bad| Moderate" msgstr "" @@ -392,7 +324,6 @@ msgstr "" msgid "**Load time**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 msgid "|bad| Slow" msgstr "" @@ -410,14 +341,10 @@ msgid "**128×128**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 msgid "|good| 85 KiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 msgid "|good| 21 KiB" msgstr "" @@ -427,9 +354,6 @@ msgid "**256×256**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 msgid "|good| 341 KiB" msgstr "" @@ -439,9 +363,6 @@ msgid "**512×512**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 msgid "|good| 1.33 MiB" msgstr "" @@ -451,9 +372,6 @@ msgid "**1024×1024**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 msgid "|regular| 5.33 MiB" msgstr "" @@ -463,9 +381,6 @@ msgid "**2048×2048**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 msgid "|bad| 21.33 MiB" msgstr "" @@ -474,8 +389,6 @@ msgstr "" msgid "**4096×4096**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 msgid "|bad| 85.33 MiB" msgstr "" @@ -564,7 +477,6 @@ msgstr "" msgid "In the example below, the normal map with :abbr:`RGTC (Red-Green Texture Compression)` compression is able to preserve its detail much better, while using the same amount of memory as a standard RGBA VRAM-compressed texture:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:317 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:317 msgid "Normal map with standard VRAM compression (left) and with RGTC VRAM compression (right)" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot b/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot index b4a18e19fe..963226946a 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,14 +77,8 @@ msgstr "" msgid "KEY1" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 msgid "string" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/index.pot b/sphinx/templates/tutorials/assets_pipeline/index.pot index 44e2559f02..ea63ef4a9b 100644 --- a/sphinx/templates/tutorials/assets_pipeline/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot b/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot index 94da9120db..553593e52d 100644 --- a/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot +++ b/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 02f613669a..35bf1f601f 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_effects.pot b/sphinx/templates/tutorials/audio/audio_effects.pot index 5d53397a9b..84d484d5ae 100644 --- a/sphinx/templates/tutorials/audio/audio_effects.pot +++ b/sphinx/templates/tutorials/audio/audio_effects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index 1a9bfcd757..ea59cda786 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index 2fa25cf506..03e6ca1460 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/recording_with_microphone.pot b/sphinx/templates/tutorials/audio/recording_with_microphone.pot index 2ffc9e0a9a..29728f86e9 100644 --- a/sphinx/templates/tutorials/audio/recording_with_microphone.pot +++ b/sphinx/templates/tutorials/audio/recording_with_microphone.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index 33b92b11e4..4f694cf842 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/text_to_speech.pot b/sphinx/templates/tutorials/audio/text_to_speech.pot index 8c16b7738a..14146378a6 100644 --- a/sphinx/templates/tutorials/audio/text_to_speech.pot +++ b/sphinx/templates/tutorials/audio/text_to_speech.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot index 4e70c19770..064a0059c2 100644 --- a/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/data_preferences.pot b/sphinx/templates/tutorials/best_practices/data_preferences.pot index 9a9e32622a..18c5de3194 100644 --- a/sphinx/templates/tutorials/best_practices/data_preferences.pot +++ b/sphinx/templates/tutorials/best_practices/data_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/godot_interfaces.pot b/sphinx/templates/tutorials/best_practices/godot_interfaces.pot index 519aaaeed8..ade81500dc 100644 --- a/sphinx/templates/tutorials/best_practices/godot_interfaces.pot +++ b/sphinx/templates/tutorials/best_practices/godot_interfaces.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/godot_notifications.pot b/sphinx/templates/tutorials/best_practices/godot_notifications.pot index 34eaa21120..d313b71212 100644 --- a/sphinx/templates/tutorials/best_practices/godot_notifications.pot +++ b/sphinx/templates/tutorials/best_practices/godot_notifications.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/index.pot b/sphinx/templates/tutorials/best_practices/index.pot index cb1dd13ac8..bcb8d53862 100644 --- a/sphinx/templates/tutorials/best_practices/index.pot +++ b/sphinx/templates/tutorials/best_practices/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot b/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot index 45a2759e50..989959831d 100644 --- a/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/logic_preferences.pot b/sphinx/templates/tutorials/best_practices/logic_preferences.pot index 40002a0499..10098d9351 100644 --- a/sphinx/templates/tutorials/best_practices/logic_preferences.pot +++ b/sphinx/templates/tutorials/best_practices/logic_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/node_alternatives.pot b/sphinx/templates/tutorials/best_practices/node_alternatives.pot index 5d964948e8..d908c799b3 100644 --- a/sphinx/templates/tutorials/best_practices/node_alternatives.pot +++ b/sphinx/templates/tutorials/best_practices/node_alternatives.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,7 +61,7 @@ msgid ":ref:`Resource `: Only slightly more complex than RefCoun msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:51 -msgid "**Example:** Scripts, PackedScene (for scene files), and other types like each of the :ref:`AudioEffect ` classes. Each of these can be save and loaded, therefore they extend from Resource." +msgid "**Example:** Scripts, PackedScene (for scene files), and other types like each of the :ref:`AudioEffect ` classes. Each of these can be saved and loaded, therefore they extend from Resource." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:55 diff --git a/sphinx/templates/tutorials/best_practices/project_organization.pot b/sphinx/templates/tutorials/best_practices/project_organization.pot index 0b376640b3..1fb876fd9c 100644 --- a/sphinx/templates/tutorials/best_practices/project_organization.pot +++ b/sphinx/templates/tutorials/best_practices/project_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/scene_organization.pot b/sphinx/templates/tutorials/best_practices/scene_organization.pot index d4fcab8970..b0b76e312a 100644 --- a/sphinx/templates/tutorials/best_practices/scene_organization.pot +++ b/sphinx/templates/tutorials/best_practices/scene_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,7 +105,7 @@ msgid "A GUI like this can better inform project users of critical information a msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:234 -msgid "So, why does all this complex switcharoo work? Well, because scenes operate best when they operate alone. If unable to work alone, then working with others anonymously (with minimal hard dependencies, i.e. loose coupling) is the next best thing. Inevitably, changes may need to be made to a class and if these changes cause it to interact with other scenes in unforeseen ways, then things will start to break down. The whole point of all this indirection is to avoid ending up in a situation where changing one class results in adversely effecting other classes dependent on it." +msgid "So, why does all this complex switcheroo work? Well, because scenes operate best when they operate alone. If unable to work alone, then working with others anonymously (with minimal hard dependencies, i.e. loose coupling) is the next best thing. Inevitably, changes may need to be made to a class and if these changes cause it to interact with other scenes in unforeseen ways, then things will start to break down. The whole point of all this indirection is to avoid ending up in a situation where changing one class results in adversely effecting other classes dependent on it." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:243 diff --git a/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot b/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot index 8498a109c7..8d7698ecd0 100644 --- a/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/version_control_systems.pot b/sphinx/templates/tutorials/best_practices/version_control_systems.pot index b839807637..1ed7fd2c96 100644 --- a/sphinx/templates/tutorials/best_practices/version_control_systems.pot +++ b/sphinx/templates/tutorials/best_practices/version_control_systems.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot b/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot index 136179926b..d9f322b16d 100644 --- a/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/command_line_tutorial.pot b/sphinx/templates/tutorials/editor/command_line_tutorial.pot index 9d71e30b01..7ca4729834 100644 --- a/sphinx/templates/tutorials/editor/command_line_tutorial.pot +++ b/sphinx/templates/tutorials/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,89 +36,14 @@ msgstr "" msgid "Command line reference" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 #: ../../docs/tutorials/editor/command_line_tutorial.rst:30 msgid "release" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 #: ../../docs/tutorials/editor/command_line_tutorial.rst:31 msgid "debug" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 #: ../../docs/tutorials/editor/command_line_tutorial.rst:32 msgid "editor" msgstr "" diff --git a/sphinx/templates/tutorials/editor/customizing_editor.pot b/sphinx/templates/tutorials/editor/customizing_editor.pot index c5c7d0100a..547e934501 100644 --- a/sphinx/templates/tutorials/editor/customizing_editor.pot +++ b/sphinx/templates/tutorials/editor/customizing_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,7 +32,6 @@ msgstr "" msgid "Click and drag on the edge of any dock or panel to resize it horizontally or vertically:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:20 #: ../../docs/tutorials/editor/customizing_editor.rst:20 msgid "Resizing a dock in the editor" msgstr "" @@ -41,7 +40,6 @@ msgstr "" msgid "Click the \"3 vertical dots\" icon at the top of any dock to change its location, or split it to a separate window by choosing **Make Floating** in the submenu that appears:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:29 #: ../../docs/tutorials/editor/customizing_editor.rst:29 msgid "Moving a dock in the editor" msgstr "" @@ -70,7 +68,6 @@ msgstr "" msgid "To split the script editor to its own window, click the corresponding button in the top-right corner of the script editor:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:62 #: ../../docs/tutorials/editor/customizing_editor.rst:62 msgid "Splitting the script editor to its own window" msgstr "" @@ -79,7 +76,6 @@ msgstr "" msgid "To split the shader editor to its own window, click the corresponding button in the top-right corner of the script editor:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:71 #: ../../docs/tutorials/editor/customizing_editor.rst:71 msgid "Splitting the shader editor to its own window" msgstr "" @@ -156,7 +152,6 @@ msgstr "" msgid "In the **Editor** menu at the top of the editor, you can find an **Editor Settings** option. This opens a window similar to the Project Settings, but with settings used by the editor. These settings are shared across all projects and are not saved in the project files." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:142 #: ../../docs/tutorials/editor/customizing_editor.rst:142 msgid "The Editor Settings window" msgstr "" diff --git a/sphinx/templates/tutorials/editor/default_key_mapping.pot b/sphinx/templates/tutorials/editor/default_key_mapping.pot index 568297e92f..48fd3a210d 100644 --- a/sphinx/templates/tutorials/editor/default_key_mapping.pot +++ b/sphinx/templates/tutorials/editor/default_key_mapping.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/editor/default_key_mapping.rst:3 +#: ../../docs/tutorials/editor/default_key_mapping.rst:-1 msgid "cheatsheet, cheat sheet, shortcut" msgstr "" @@ -52,7 +52,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "Action name" msgstr "" @@ -68,7 +68,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "Windows, Linux" msgstr "" @@ -84,7 +84,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "macOS" msgstr "" @@ -100,7 +100,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "Editor setting" msgstr "" @@ -337,7 +337,6 @@ msgstr "" msgid "Quick Open" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:59 #: ../../docs/tutorials/editor/default_key_mapping.rst:59 msgid ":kbd:`Shift + Alt + O`" msgstr "" @@ -484,7 +483,6 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:77 #: ../../docs/tutorials/editor/default_key_mapping.rst:382 -#: ../../docs/tutorials/editor/default_key_mapping.rst:382 msgid ":kbd:`F5`" msgstr "" @@ -568,7 +566,6 @@ msgstr "" msgid "Expand Bottom Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:87 #: ../../docs/tutorials/editor/default_key_mapping.rst:87 msgid ":kbd:`Shift + F12`" msgstr "" @@ -641,7 +638,6 @@ msgstr "" msgid "Pan View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:102 #: ../../docs/tutorials/editor/default_key_mapping.rst:102 msgid ":kbd:`Space`" msgstr "" @@ -655,11 +651,8 @@ msgstr "" msgid "Select Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:104 #: ../../docs/tutorials/editor/default_key_mapping.rst:104 #: ../../docs/tutorials/editor/default_key_mapping.rst:161 -#: ../../docs/tutorials/editor/default_key_mapping.rst:161 -#: ../../docs/tutorials/editor/default_key_mapping.rst:167 #: ../../docs/tutorials/editor/default_key_mapping.rst:167 msgid ":kbd:`Q`" msgstr "" @@ -674,13 +667,8 @@ msgid "Move Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:106 -#: ../../docs/tutorials/editor/default_key_mapping.rst:106 -#: ../../docs/tutorials/editor/default_key_mapping.rst:155 #: ../../docs/tutorials/editor/default_key_mapping.rst:155 #: ../../docs/tutorials/editor/default_key_mapping.rst:169 -#: ../../docs/tutorials/editor/default_key_mapping.rst:169 -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 msgid ":kbd:`W`" msgstr "" @@ -694,11 +682,9 @@ msgid "Rotate Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:108 -#: ../../docs/tutorials/editor/default_key_mapping.rst:108 -#: ../../docs/tutorials/editor/default_key_mapping.rst:159 #: ../../docs/tutorials/editor/default_key_mapping.rst:159 #: ../../docs/tutorials/editor/default_key_mapping.rst:171 -#: ../../docs/tutorials/editor/default_key_mapping.rst:171 +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 msgid ":kbd:`E`" msgstr "" @@ -711,12 +697,9 @@ msgstr "" msgid "Scale Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:110 #: ../../docs/tutorials/editor/default_key_mapping.rst:110 #: ../../docs/tutorials/editor/default_key_mapping.rst:157 -#: ../../docs/tutorials/editor/default_key_mapping.rst:157 -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +#: ../../docs/tutorials/editor/default_key_mapping.rst:460 msgid ":kbd:`S`" msgstr "" @@ -728,10 +711,9 @@ msgstr "" msgid "Ruler Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:112 #: ../../docs/tutorials/editor/default_key_mapping.rst:112 #: ../../docs/tutorials/editor/default_key_mapping.rst:173 -#: ../../docs/tutorials/editor/default_key_mapping.rst:173 +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 msgid ":kbd:`R`" msgstr "" @@ -743,7 +725,6 @@ msgstr "" msgid "Use Smart Snap" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:114 #: ../../docs/tutorials/editor/default_key_mapping.rst:114 msgid ":kbd:`Shift + S`" msgstr "" @@ -756,7 +737,6 @@ msgstr "" msgid "Use Grid Snap" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:116 #: ../../docs/tutorials/editor/default_key_mapping.rst:116 msgid ":kbd:`Shift + G`" msgstr "" @@ -769,7 +749,6 @@ msgstr "" msgid "Multiply grid step by 2" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:118 #: ../../docs/tutorials/editor/default_key_mapping.rst:118 msgid ":kbd:`Num *`" msgstr "" @@ -782,7 +761,6 @@ msgstr "" msgid "Divide grid step by 2" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:120 #: ../../docs/tutorials/editor/default_key_mapping.rst:120 msgid ":kbd:`Num /`" msgstr "" @@ -796,9 +774,6 @@ msgid "Always Show Grid" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:122 -#: ../../docs/tutorials/editor/default_key_mapping.rst:122 -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 msgid ":kbd:`G`" msgstr "" @@ -810,7 +785,6 @@ msgstr "" msgid "Show Helpers" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:124 #: ../../docs/tutorials/editor/default_key_mapping.rst:124 msgid ":kbd:`H`" msgstr "" @@ -824,8 +798,6 @@ msgid "Show Guides" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:126 -#: ../../docs/tutorials/editor/default_key_mapping.rst:126 -#: ../../docs/tutorials/editor/default_key_mapping.rst:177 #: ../../docs/tutorials/editor/default_key_mapping.rst:177 msgid ":kbd:`Y`" msgstr "" @@ -839,8 +811,6 @@ msgid "Center Selection" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:128 -#: ../../docs/tutorials/editor/default_key_mapping.rst:128 -#: ../../docs/tutorials/editor/default_key_mapping.rst:199 #: ../../docs/tutorials/editor/default_key_mapping.rst:199 msgid ":kbd:`F`" msgstr "" @@ -854,8 +824,6 @@ msgid "Frame Selection" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:130 -#: ../../docs/tutorials/editor/default_key_mapping.rst:130 -#: ../../docs/tutorials/editor/default_key_mapping.rst:149 #: ../../docs/tutorials/editor/default_key_mapping.rst:149 msgid ":kbd:`Shift + F`" msgstr "" @@ -884,7 +852,6 @@ msgstr "" msgid "Insert Key" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:134 #: ../../docs/tutorials/editor/default_key_mapping.rst:134 msgid ":kbd:`Ins`" msgstr "" @@ -932,7 +899,6 @@ msgstr "" msgid "Clear Pose" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:140 #: ../../docs/tutorials/editor/default_key_mapping.rst:140 msgid ":kbd:`Shift + K`" msgstr "" @@ -958,9 +924,6 @@ msgid "Freelook Left" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:151 -#: ../../docs/tutorials/editor/default_key_mapping.rst:151 -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 msgid ":kbd:`A`" msgstr "" @@ -973,7 +936,7 @@ msgid "Freelook Right" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:153 -#: ../../docs/tutorials/editor/default_key_mapping.rst:153 +#: ../../docs/tutorials/editor/default_key_mapping.rst:472 msgid ":kbd:`D`" msgstr "" @@ -1017,7 +980,6 @@ msgstr "" msgid "Freelook Speed Modifier" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:163 #: ../../docs/tutorials/editor/default_key_mapping.rst:163 msgid ":kbd:`Shift`" msgstr "" @@ -1030,7 +992,6 @@ msgstr "" msgid "Freelook Slow Modifier" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:165 #: ../../docs/tutorials/editor/default_key_mapping.rst:165 msgid ":kbd:`Alt`" msgstr "" @@ -1060,9 +1021,6 @@ msgid "Use Local Space" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:175 -#: ../../docs/tutorials/editor/default_key_mapping.rst:175 -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid ":kbd:`T`" msgstr "" @@ -1083,9 +1041,7 @@ msgid "Snap Object to Floor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:179 -#: ../../docs/tutorials/editor/default_key_mapping.rst:179 -#: ../../docs/tutorials/editor/default_key_mapping.rst:495 -#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid ":kbd:`PgDown`" msgstr "" @@ -1097,7 +1053,6 @@ msgstr "" msgid "Top View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:181 #: ../../docs/tutorials/editor/default_key_mapping.rst:181 msgid ":kbd:`Num 7`" msgstr "" @@ -1110,7 +1065,6 @@ msgstr "" msgid "Bottom View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:183 #: ../../docs/tutorials/editor/default_key_mapping.rst:183 msgid ":kbd:`Alt + Num 7`" msgstr "" @@ -1123,7 +1077,6 @@ msgstr "" msgid "Front View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:185 #: ../../docs/tutorials/editor/default_key_mapping.rst:185 msgid ":kbd:`Num 1`" msgstr "" @@ -1136,7 +1089,6 @@ msgstr "" msgid "Rear View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:187 #: ../../docs/tutorials/editor/default_key_mapping.rst:187 msgid ":kbd:`Alt + Num 1`" msgstr "" @@ -1149,7 +1101,6 @@ msgstr "" msgid "Right View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:189 #: ../../docs/tutorials/editor/default_key_mapping.rst:189 msgid ":kbd:`Num 3`" msgstr "" @@ -1162,7 +1113,6 @@ msgstr "" msgid "Left View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:191 #: ../../docs/tutorials/editor/default_key_mapping.rst:191 msgid ":kbd:`Alt + Num 3`" msgstr "" @@ -1175,7 +1125,6 @@ msgstr "" msgid "Switch Perspective/Orthogonal View" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:193 #: ../../docs/tutorials/editor/default_key_mapping.rst:193 msgid ":kbd:`Num 5`" msgstr "" @@ -1188,7 +1137,6 @@ msgstr "" msgid "Insert Animation Key" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:195 #: ../../docs/tutorials/editor/default_key_mapping.rst:195 msgid ":kbd:`K`" msgstr "" @@ -1201,7 +1149,6 @@ msgstr "" msgid "Focus Origin" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:197 #: ../../docs/tutorials/editor/default_key_mapping.rst:197 msgid ":kbd:`O`" msgstr "" @@ -1356,12 +1303,12 @@ msgid "Cut" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:224 -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid ":kbd:`Ctrl + X`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:224 -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid ":kbd:`Cmd + X`" msgstr "" @@ -1376,14 +1323,14 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:226 #: ../../docs/tutorials/editor/default_key_mapping.rst:352 #: ../../docs/tutorials/editor/default_key_mapping.rst:407 -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 msgid ":kbd:`Ctrl + C`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:226 #: ../../docs/tutorials/editor/default_key_mapping.rst:352 #: ../../docs/tutorials/editor/default_key_mapping.rst:407 -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 msgid ":kbd:`Cmd + C`" msgstr "" @@ -1396,10 +1343,12 @@ msgid "Paste" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:228 +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 msgid ":kbd:`Ctrl + V`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:228 +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 msgid ":kbd:`Cmd + V`" msgstr "" @@ -1432,13 +1381,11 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 #: ../../docs/tutorials/editor/default_key_mapping.rst:305 -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 msgid ":kbd:`Ctrl + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 #: ../../docs/tutorials/editor/default_key_mapping.rst:305 -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 msgid ":kbd:`Cmd + F`" msgstr "" @@ -1453,7 +1400,6 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:234 #: ../../docs/tutorials/editor/default_key_mapping.rst:307 -#: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid ":kbd:`F3`" msgstr "" @@ -1472,7 +1418,6 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:236 #: ../../docs/tutorials/editor/default_key_mapping.rst:309 -#: ../../docs/tutorials/editor/default_key_mapping.rst:309 msgid ":kbd:`Shift + F3`" msgstr "" @@ -1555,8 +1500,6 @@ msgid "Move Up" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:248 -#: ../../docs/tutorials/editor/default_key_mapping.rst:248 -#: ../../docs/tutorials/editor/default_key_mapping.rst:380 #: ../../docs/tutorials/editor/default_key_mapping.rst:380 msgid ":kbd:`Alt + Up Arrow`" msgstr "" @@ -1571,7 +1514,6 @@ msgstr "" msgid "Move Down" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:250 #: ../../docs/tutorials/editor/default_key_mapping.rst:250 msgid ":kbd:`Alt + Down Arrow`" msgstr "" @@ -1620,7 +1562,6 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:256 #: ../../docs/tutorials/editor/default_key_mapping.rst:386 -#: ../../docs/tutorials/editor/default_key_mapping.rst:386 msgid ":kbd:`Alt + F`" msgstr "" @@ -1654,7 +1595,6 @@ msgstr "" msgid "Complete Symbol" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:260 #: ../../docs/tutorials/editor/default_key_mapping.rst:260 msgid ":kbd:`Ctrl + Space`" msgstr "" @@ -1699,7 +1639,6 @@ msgstr "" msgid "Uppercase" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:266 #: ../../docs/tutorials/editor/default_key_mapping.rst:266 msgid ":kbd:`Shift + F4`" msgstr "" @@ -1712,7 +1651,6 @@ msgstr "" msgid "Lowercase" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:268 #: ../../docs/tutorials/editor/default_key_mapping.rst:268 msgid ":kbd:`Shift + F5`" msgstr "" @@ -1725,7 +1663,6 @@ msgstr "" msgid "Capitalize" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:270 #: ../../docs/tutorials/editor/default_key_mapping.rst:270 msgid ":kbd:`Shift + F6`" msgstr "" @@ -1938,7 +1875,6 @@ msgstr "" msgid "``script_editor/find_in_files``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:313 #: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid ":kbd:`Shift + Alt + Up Arrow`" msgstr "" @@ -1947,7 +1883,6 @@ msgstr "" msgid "``script_editor/window_move_up``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:315 #: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid ":kbd:`Shift + Alt + Down Arrow`" msgstr "" @@ -2033,8 +1968,6 @@ msgid "History Previous" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:329 -#: ../../docs/tutorials/editor/default_key_mapping.rst:329 -#: ../../docs/tutorials/editor/default_key_mapping.rst:376 #: ../../docs/tutorials/editor/default_key_mapping.rst:376 msgid ":kbd:`Alt + Left Arrow`" msgstr "" @@ -2048,8 +1981,6 @@ msgid "History Next" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:331 -#: ../../docs/tutorials/editor/default_key_mapping.rst:331 -#: ../../docs/tutorials/editor/default_key_mapping.rst:378 #: ../../docs/tutorials/editor/default_key_mapping.rst:378 msgid ":kbd:`Alt + Right Arrow`" msgstr "" @@ -2127,7 +2058,7 @@ msgid "Editor Output" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:352 -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 msgid "Copy Selection" msgstr "" @@ -2151,7 +2082,6 @@ msgstr "" msgid "Step Into" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:363 #: ../../docs/tutorials/editor/default_key_mapping.rst:363 msgid ":kbd:`F11`" msgstr "" @@ -2164,7 +2094,6 @@ msgstr "" msgid "Step Over" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:365 #: ../../docs/tutorials/editor/default_key_mapping.rst:365 msgid ":kbd:`F10`" msgstr "" @@ -2177,7 +2106,6 @@ msgstr "" msgid "Continue" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:367 #: ../../docs/tutorials/editor/default_key_mapping.rst:367 msgid ":kbd:`F12`" msgstr "" @@ -2250,7 +2178,6 @@ msgstr "" msgid "Toggle Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:388 #: ../../docs/tutorials/editor/default_key_mapping.rst:388 msgid ":kbd:`Alt + V`" msgstr "" @@ -2285,7 +2212,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:411 #: ../../docs/tutorials/editor/default_key_mapping.rst:426 #: ../../docs/tutorials/editor/default_key_mapping.rst:447 -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid ":kbd:`Del`" msgstr "" @@ -2293,7 +2220,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:411 #: ../../docs/tutorials/editor/default_key_mapping.rst:426 #: ../../docs/tutorials/editor/default_key_mapping.rst:447 -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid ":kbd:`Cmd + BkSp`" msgstr "" @@ -2432,7 +2359,6 @@ msgstr "" msgid "Force Delete" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:428 #: ../../docs/tutorials/editor/default_key_mapping.rst:428 msgid ":kbd:`Shift + Del`" msgstr "" @@ -2474,6 +2400,7 @@ msgid "``animation_editor/duplicate_selection_transposed``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:447 +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid "Delete Selection" msgstr "" @@ -2518,264 +2445,274 @@ msgid "Tile Map Editor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:460 -msgid "Find Tile" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 -msgid "``tile_map_editor/find_tile``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid "Pick Tile" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid ":kbd:`I`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid "``tile_map_editor/pick_tile``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid "Paint Tile" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid ":kbd:`P`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid "``tile_map_editor/paint_tile``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 -msgid "Bucket Fill" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 -msgid "``tile_map_editor/bucket_fill``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 -msgid "Transpose" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 -msgid "``tile_map_editor/transpose``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -msgid "Flip Horizontally" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -msgid ":kbd:`X`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -msgid "``tile_map_editor/flip_horizontal``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -msgid "Flip Vertically" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -msgid ":kbd:`Z`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -msgid "``tile_map_editor/flip_vertical``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 -msgid "Rotate Left" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 -msgid "``tile_map_editor/rotate_left``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 -msgid "Rotate Right" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 -msgid "``tile_map_editor/rotate_right``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 -msgid "Clear Transform" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 -msgid "``tile_map_editor/clear_transform``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 msgid "Select" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 -msgid ":kbd:`M`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:460 +msgid "``tiles_editor/selection_tool``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 -msgid "``tile_map_editor/select``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid "Cut Selection" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 +msgid "``tiles_editor/cut``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 +msgid "``tiles_editor/copy``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 +msgid "Paste Selection" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 +msgid "``tiles_editor/paste``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 +msgid "``tiles_editor/delete``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +msgid "Cancel" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +msgid ":kbd:`Esc`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +msgid "``tiles_editor/cancel``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:472 +msgid "Paint" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:472 +msgid "``tiles_editor/paint_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +msgid "Line" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +msgid ":kbd:`L`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +msgid "``tiles_editor/line_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +msgid "Rect" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +msgid "``tiles_editor/rect_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +msgid "Bucket" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +msgid ":kbd:`B`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +msgid "``tiles_editor/bucket_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +msgid "Picker" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +msgid ":kbd:`P`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +msgid "``tiles_editor/picker``" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:482 -msgid "``tile_map_editor/cut_selection``" +msgid "Eraser" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +msgid "``tiles_editor/eraser``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 -msgid "``tile_map_editor/copy_selection``" +msgid "Flip Horizontally" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +msgid ":kbd:`C`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +msgid "``tiles_editor/flip_tile_horizontal``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -msgid "Erase Selection" +msgid "Flip Vertically" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -msgid "``tile_map_editor/erase_selection``" +msgid ":kbd:`V`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +msgid "``tiles_editor/flip_tile_vertical``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +msgid "Rotate Left" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +msgid ":kbd:`Z`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +msgid "``tiles_editor/rotate_tile_left``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 +msgid "Rotate Right" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:490 +msgid ":kbd:`X`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:490 +msgid "``tiles_editor/rotate_tile_right``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:494 msgid "Tileset Editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid "Next Coordinate" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid "``tileset_editor/next_shape``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid "Previous Coordinate" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid ":kbd:`PgUp`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid "``tileset_editor/previous_shape``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "Region Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid ":kbd:`1`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "``tileset_editor/editmode_region``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid "Collision Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid ":kbd:`2`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid "``tileset_editor/editmode_collision``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid "Occlusion Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid ":kbd:`3`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid "``tileset_editor/editmode_occlusion``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid "Navigation Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid ":kbd:`4`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid "``tileset_editor/editmode_navigation``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid "Bitmask Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid ":kbd:`5`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid "``tileset_editor/editmode_bitmask``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid "Priority Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid ":kbd:`6`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid "``tileset_editor/editmode_priority``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid "Icon Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid ":kbd:`7`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid "``tileset_editor/editmode_icon``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid "Z Index Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid ":kbd:`8`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid "``tileset_editor/editmode_z_index``" msgstr "" diff --git a/sphinx/templates/tutorials/editor/external_editor.pot b/sphinx/templates/tutorials/editor/external_editor.pot index 42d642a4f8..afbbcbbe1e 100644 --- a/sphinx/templates/tutorials/editor/external_editor.pot +++ b/sphinx/templates/tutorials/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/index.pot b/sphinx/templates/tutorials/editor/index.pot index da2c5015b6..9277d4f776 100644 --- a/sphinx/templates/tutorials/editor/index.pot +++ b/sphinx/templates/tutorials/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/inspector_dock.pot b/sphinx/templates/tutorials/editor/inspector_dock.pot index 3467974e32..6f48ee5338 100644 --- a/sphinx/templates/tutorials/editor/inspector_dock.pot +++ b/sphinx/templates/tutorials/editor/inspector_dock.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/managing_editor_features.pot b/sphinx/templates/tutorials/editor/managing_editor_features.pot index 8518cd4f43..23708e05a4 100644 --- a/sphinx/templates/tutorials/editor/managing_editor_features.pot +++ b/sphinx/templates/tutorials/editor/managing_editor_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/project_manager.pot b/sphinx/templates/tutorials/editor/project_manager.pot index ce9f3f9fd4..e7d5b45738 100644 --- a/sphinx/templates/tutorials/editor/project_manager.pot +++ b/sphinx/templates/tutorials/editor/project_manager.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/project_settings.pot b/sphinx/templates/tutorials/editor/project_settings.pot index 3b9dab4dc2..e6d1123ee2 100644 --- a/sphinx/templates/tutorials/editor/project_settings.pot +++ b/sphinx/templates/tutorials/editor/project_settings.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/using_the_android_editor.pot b/sphinx/templates/tutorials/editor/using_the_android_editor.pot index aef8e37adf..513a317be5 100644 --- a/sphinx/templates/tutorials/editor/using_the_android_editor.pot +++ b/sphinx/templates/tutorials/editor/using_the_android_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/using_the_web_editor.pot b/sphinx/templates/tutorials/editor/using_the_web_editor.pot index 0a8fbc7b9b..cf2173f067 100644 --- a/sphinx/templates/tutorials/editor/using_the_web_editor.pot +++ b/sphinx/templates/tutorials/editor/using_the_web_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/android_gradle_build.pot b/sphinx/templates/tutorials/export/android_gradle_build.pot index c1e8d0f77c..f3318622ab 100644 --- a/sphinx/templates/tutorials/export/android_gradle_build.pot +++ b/sphinx/templates/tutorials/export/android_gradle_build.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot b/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot index cb080cd33c..bba2d3fe02 100644 --- a/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_android.pot b/sphinx/templates/tutorials/export/exporting_for_android.pot index a99c315374..85cb5e0370 100644 --- a/sphinx/templates/tutorials/export/exporting_for_android.pot +++ b/sphinx/templates/tutorials/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -85,242 +85,246 @@ msgid "NDK version r23c (23.2.8568313)" msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:43 -msgid "Alternatively, you can install the Android SDK using the `command line tools `__." +msgid "Alternatively, you can install the Android SDK with the `sdkmanager` command line tool." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:45 -msgid "Once the command line tools are installed, run the `sdkmanager `__ command to complete the setup process:" +msgid "Install the command line tools package using these `instructions `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:53 +#: ../../docs/tutorials/export/exporting_for_android.rst:46 +msgid "Once the command line tools are installed, run the following `sdkmanager` command to complete the setup process:" +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:54 msgid "If you are using Linux, **do not use an Android SDK provided by your distribution's repositories as it will often be outdated**." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:58 +#: ../../docs/tutorials/export/exporting_for_android.rst:59 msgid "Create a debug.keystore" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:60 +#: ../../docs/tutorials/export/exporting_for_android.rst:61 msgid "Android needs a debug keystore file to install to devices and distribute non-release APKs. If you have used the SDK before and have built projects, ant or eclipse probably generated one for you (in the ``~/.android`` directory on Linux and macOS, in the ``C:\\Users\\\\.android\\`` directory on Windows)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:65 +#: ../../docs/tutorials/export/exporting_for_android.rst:66 msgid "If you can't find it or need to generate one, the keytool command from the JDK can be used for this purpose::" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:70 +#: ../../docs/tutorials/export/exporting_for_android.rst:71 msgid "This will create a ``debug.keystore`` file in your current directory. You should move it to a memorable location such as ``%USERPROFILE%\\.android\\``, because you will need its location in a later step. For more information on ``keytool`` usage, see `this Q&A article `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:74 +#: ../../docs/tutorials/export/exporting_for_android.rst:75 msgid "It is important that the password is the same for the keystore and the key. This is a `known Android studio issue `__ that also affects Godot projects." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:79 +#: ../../docs/tutorials/export/exporting_for_android.rst:80 msgid "Setting it up in Godot" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:81 +#: ../../docs/tutorials/export/exporting_for_android.rst:82 msgid "Enter the Editor Settings screen. This screen contains the editor settings for the user account in the computer (it's independent of the project)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:87 +#: ../../docs/tutorials/export/exporting_for_android.rst:88 msgid "Scroll down to the section where the Android settings are located:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:91 +#: ../../docs/tutorials/export/exporting_for_android.rst:92 msgid "In that screen, 2 paths need to be set:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:93 +#: ../../docs/tutorials/export/exporting_for_android.rst:94 msgid "The ``Android Sdk Path`` should be the location where the Android SDK was installed. - For example ``%LOCALAPPDATA%\\Android\\Sdk\\`` on Windows or ``/Users/$USER/Library/Android/sdk/`` on macOS." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:96 +#: ../../docs/tutorials/export/exporting_for_android.rst:97 msgid "The debug ``.keystore`` file - It can be found in the folder where you put the ``debug.keystore`` file you created above." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:99 +#: ../../docs/tutorials/export/exporting_for_android.rst:100 msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:103 +#: ../../docs/tutorials/export/exporting_for_android.rst:104 msgid "If you get an error saying *\"Could not install to device.\"*, make sure you do not have an application with the same Android package name already installed on the device (but signed with a different key)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:107 +#: ../../docs/tutorials/export/exporting_for_android.rst:108 msgid "If you have an application with the same Android package name but a different signing key already installed on the device, you **must** remove the application in question from the Android device before exporting to Android again." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:113 +#: ../../docs/tutorials/export/exporting_for_android.rst:114 msgid "Providing launcher icons" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:115 +#: ../../docs/tutorials/export/exporting_for_android.rst:116 msgid "Launcher icons are used by Android launcher apps to represent your application to users. Godot only requires high-resolution icons (for ``xxxhdpi`` density screens) and will automatically generate lower-resolution variants." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:117 +#: ../../docs/tutorials/export/exporting_for_android.rst:118 msgid "There are two types of icons required by Godot:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:119 +#: ../../docs/tutorials/export/exporting_for_android.rst:120 msgid "**Main Icon:** The \"classic\" icon. This will be used on all Android versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:120 +#: ../../docs/tutorials/export/exporting_for_android.rst:121 msgid "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons `_ were introduced. Applications will need to include separate background and foreground icons to have a native look. The user's launcher application will control the icon's animation and masking. Must be at least 432×432 px." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:122 +#: ../../docs/tutorials/export/exporting_for_android.rst:123 msgid "It's important to adhere to some rules when designing adaptive icons. `Google Design has provided a nice article `_ that helps to understand those rules and some of the capabilities of adaptive icons." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:124 +#: ../../docs/tutorials/export/exporting_for_android.rst:125 msgid "The most important adaptive icon design rule is to have your icon critical elements inside the safe zone: a centered circle with a diameter of 66dp (264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:126 +#: ../../docs/tutorials/export/exporting_for_android.rst:127 msgid "If you don't provide some of the requested icons, Godot will replace them using a fallback chain, trying the next in line when the current one fails:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:128 +#: ../../docs/tutorials/export/exporting_for_android.rst:129 msgid "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:129 +#: ../../docs/tutorials/export/exporting_for_android.rst:130 msgid "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon -> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:130 +#: ../../docs/tutorials/export/exporting_for_android.rst:131 msgid "**Adaptive Icon Background:** Provided background icon -> Default Godot background icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:132 +#: ../../docs/tutorials/export/exporting_for_android.rst:133 msgid "It's highly recommended to provide all the requested icons with their specified resolutions. This way, your application will look great on all Android devices and versions." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:136 +#: ../../docs/tutorials/export/exporting_for_android.rst:137 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:138 +#: ../../docs/tutorials/export/exporting_for_android.rst:139 msgid "Uploading an APK to Google's Play Store requires you to sign using a non-debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:145 +#: ../../docs/tutorials/export/exporting_for_android.rst:146 msgid "This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! Use Google's Android Developer guides to learn more about `APK signing `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:148 +#: ../../docs/tutorials/export/exporting_for_android.rst:149 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:152 +#: ../../docs/tutorials/export/exporting_for_android.rst:153 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:153 +#: ../../docs/tutorials/export/exporting_for_android.rst:154 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:154 +#: ../../docs/tutorials/export/exporting_for_android.rst:155 msgid "**Release Password:** Key password. Note that the keystore password and the key password currently have to be the same." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:156 +#: ../../docs/tutorials/export/exporting_for_android.rst:157 msgid "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:161 +#: ../../docs/tutorials/export/exporting_for_android.rst:162 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:163 +#: ../../docs/tutorials/export/exporting_for_android.rst:164 msgid "By default, the APK will contain native libraries for both ARMv7 and ARMv8 architectures. This increases its size significantly. To create a smaller APK, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's Android export preset. This will create an APK that only contains a library for a single architecture. Note that applications targeting ARMv7 can also run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:170 +#: ../../docs/tutorials/export/exporting_for_android.rst:171 msgid "Since August 2019, Google Play requires all applications to be available in 64-bit form. This means you cannot upload an APK that contains *just* an ARMv7 library. To solve this, you can upload several APKs to Google Play using its `Multiple APK support `__. Each APK should target a single architecture; creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most devices in use today." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:177 +#: ../../docs/tutorials/export/exporting_for_android.rst:178 msgid "You can optimize the size further by compiling an Android export template with only the features you need. See :ref:`doc_optimizing_for_size` for more information." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:182 +#: ../../docs/tutorials/export/exporting_for_android.rst:183 msgid "Environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:184 +#: ../../docs/tutorials/export/exporting_for_android.rst:185 msgid "You can use the following environment variables to set export options outside of the editor. During the export process, these override the values that you set in the export menu." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:188 +#: ../../docs/tutorials/export/exporting_for_android.rst:189 msgid "Android export environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:191 +#: ../../docs/tutorials/export/exporting_for_android.rst:192 msgid "Export option" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:192 +#: ../../docs/tutorials/export/exporting_for_android.rst:193 msgid "Environment variable" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:193 +#: ../../docs/tutorials/export/exporting_for_android.rst:194 msgid "Encryption / Encryption Key" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:194 +#: ../../docs/tutorials/export/exporting_for_android.rst:195 msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:195 +#: ../../docs/tutorials/export/exporting_for_android.rst:196 msgid "Options / Keystore / Debug" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:196 +#: ../../docs/tutorials/export/exporting_for_android.rst:197 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:197 +#: ../../docs/tutorials/export/exporting_for_android.rst:198 msgid "Options / Keystore / Debug User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:198 +#: ../../docs/tutorials/export/exporting_for_android.rst:199 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:199 +#: ../../docs/tutorials/export/exporting_for_android.rst:200 msgid "Options / Keystore / Debug Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:200 +#: ../../docs/tutorials/export/exporting_for_android.rst:201 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:201 +#: ../../docs/tutorials/export/exporting_for_android.rst:202 msgid "Options / Keystore / Release" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:202 +#: ../../docs/tutorials/export/exporting_for_android.rst:203 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:203 +#: ../../docs/tutorials/export/exporting_for_android.rst:204 msgid "Options / Keystore / Release User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:204 +#: ../../docs/tutorials/export/exporting_for_android.rst:205 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:205 +#: ../../docs/tutorials/export/exporting_for_android.rst:206 msgid "Options / Keystore / Release Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:206 +#: ../../docs/tutorials/export/exporting_for_android.rst:207 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot b/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot index 19e2c6c32c..ad701435d9 100644 --- a/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot +++ b/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,6 @@ msgstr "" msgid "To begin doing so, make sure you have a dedicated export preset for your server, then select it, go to its **Resources** tab and change its export mode:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:66 #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:66 msgid "Choosing the **Export as dedicated server** export mode in the export preset" msgstr "" @@ -101,7 +100,6 @@ msgstr "" msgid "After selecting this export mode, you will be presented with a list of resources in the project:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:85 #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:85 msgid "Choosing resources to keep, keep with stripped visuals or remove" msgstr "" @@ -119,7 +117,7 @@ msgid "**Strip Visuals:** Export this resource, with visual files (textures and msgstr "" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:99 -msgid "**Keep:** Export this resource as usual, with visual files interact." +msgid "**Keep:** Export this resource as usual, with visual files intact." msgstr "" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:100 diff --git a/sphinx/templates/tutorials/export/exporting_for_ios.pot b/sphinx/templates/tutorials/export/exporting_for_ios.pot index 2080046422..3105ece214 100644 --- a/sphinx/templates/tutorials/export/exporting_for_ios.pot +++ b/sphinx/templates/tutorials/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_linux.pot b/sphinx/templates/tutorials/export/exporting_for_linux.pot index 043eb9907c..75490c3eca 100644 --- a/sphinx/templates/tutorials/export/exporting_for_linux.pot +++ b/sphinx/templates/tutorials/export/exporting_for_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_macos.pot b/sphinx/templates/tutorials/export/exporting_for_macos.pot index 7052e5dd13..54bed9fc1e 100644 --- a/sphinx/templates/tutorials/export/exporting_for_macos.pot +++ b/sphinx/templates/tutorials/export/exporting_for_macos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_web.pot b/sphinx/templates/tutorials/export/exporting_for_web.pot index 8769686c02..be19b37644 100644 --- a/sphinx/templates/tutorials/export/exporting_for_web.pot +++ b/sphinx/templates/tutorials/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_windows.pot b/sphinx/templates/tutorials/export/exporting_for_windows.pot index 86e28b375d..3e4bc452f7 100644 --- a/sphinx/templates/tutorials/export/exporting_for_windows.pot +++ b/sphinx/templates/tutorials/export/exporting_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_pcks.pot b/sphinx/templates/tutorials/export/exporting_pcks.pot index 0b0cacdf04..f3ea9cf794 100644 --- a/sphinx/templates/tutorials/export/exporting_pcks.pot +++ b/sphinx/templates/tutorials/export/exporting_pcks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_projects.pot b/sphinx/templates/tutorials/export/exporting_projects.pot index 339749ce58..132d868639 100644 --- a/sphinx/templates/tutorials/export/exporting_projects.pot +++ b/sphinx/templates/tutorials/export/exporting_projects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/feature_tags.pot b/sphinx/templates/tutorials/export/feature_tags.pot index 5b6b852f79..1f71dce3ec 100644 --- a/sphinx/templates/tutorials/export/feature_tags.pot +++ b/sphinx/templates/tutorials/export/feature_tags.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/index.pot b/sphinx/templates/tutorials/export/index.pot index f12291f550..176bf3b67a 100644 --- a/sphinx/templates/tutorials/export/index.pot +++ b/sphinx/templates/tutorials/export/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/one-click_deploy.pot b/sphinx/templates/tutorials/export/one-click_deploy.pot index 375e575053..2b03a508d3 100644 --- a/sphinx/templates/tutorials/export/one-click_deploy.pot +++ b/sphinx/templates/tutorials/export/one-click_deploy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/running_on_macos.pot b/sphinx/templates/tutorials/export/running_on_macos.pot index a04513049d..bf5332c02b 100644 --- a/sphinx/templates/tutorials/export/running_on_macos.pot +++ b/sphinx/templates/tutorials/export/running_on_macos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index 2b1d904acd..5bf9c955a5 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index 634a298c2c..4c842b1267 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "Localization is usually done by specific studios hired for the job. Despi msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:25 -msgid "We will be using the official demo as an example; you can `download it from the Asset Library `_." +msgid "We will be using the official demo as an example; you can `download it from the Asset Library `_." msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:29 diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index b9fb11a055..c030d44ca6 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -4364,7 +4364,6 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1093 #: ../../docs/tutorials/i18n/locales.rst:1608 -#: ../../docs/tutorials/i18n/locales.rst:1608 msgid "Thai" msgstr "" @@ -5056,7 +5055,6 @@ msgstr "" msgid "Caucasian Albanian" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1270 #: ../../docs/tutorials/i18n/locales.rst:1270 msgid "Ahom" msgstr "" @@ -5181,7 +5179,6 @@ msgstr "" msgid "Carian" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1310 #: ../../docs/tutorials/i18n/locales.rst:1310 msgid "Cham" msgstr "" @@ -5594,7 +5591,6 @@ msgstr "" msgid "Latn" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1426 #: ../../docs/tutorials/i18n/locales.rst:1426 msgid "Leke" msgstr "" @@ -5631,12 +5627,10 @@ msgstr "" msgid "Linear B" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1436 #: ../../docs/tutorials/i18n/locales.rst:1436 msgid "Lisu" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1438 #: ../../docs/tutorials/i18n/locales.rst:1438 msgid "Loma" msgstr "" @@ -5737,7 +5731,6 @@ msgstr "" msgid "Mlym" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1466 #: ../../docs/tutorials/i18n/locales.rst:1466 msgid "Modi" msgstr "" @@ -5746,7 +5739,6 @@ msgstr "" msgid "Mong" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1470 #: ../../docs/tutorials/i18n/locales.rst:1470 msgid "Moon" msgstr "" @@ -5807,7 +5799,6 @@ msgstr "" msgid "Nabataean" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1486 #: ../../docs/tutorials/i18n/locales.rst:1486 msgid "Newa" msgstr "" @@ -6268,7 +6259,6 @@ msgstr "" msgid "Tangsa" msgstr "" -#: ../../docs/tutorials/i18n/locales.rst:1616 #: ../../docs/tutorials/i18n/locales.rst:1616 msgid "Toto" msgstr "" diff --git a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot index 69e55897dc..5da41bc1eb 100644 --- a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot +++ b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/pseudolocalization.pot b/sphinx/templates/tutorials/i18n/pseudolocalization.pot index 7ac325b5bf..2063fcd8b9 100644 --- a/sphinx/templates/tutorials/i18n/pseudolocalization.pot +++ b/sphinx/templates/tutorials/i18n/pseudolocalization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/controllers_gamepads_joysticks.pot b/sphinx/templates/tutorials/inputs/controllers_gamepads_joysticks.pot index ea62532cec..8515a681d8 100644 --- a/sphinx/templates/tutorials/inputs/controllers_gamepads_joysticks.pot +++ b/sphinx/templates/tutorials/inputs/controllers_gamepads_joysticks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -221,7 +221,7 @@ msgid "If buttons are incorrectly mapped, this may be due to an erroneous mappin msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:317 -msgid "There are many ways to create mappings. One option is to use the mapping wizard in the `official Joypads demo `__. Once you have a working mapping for your controller, you can test it by defining the ``SDL_GAMECONTROLLERCONFIG`` environment variable before running Godot:" +msgid "There are many ways to create mappings. One option is to use the mapping wizard in the `official Joypads demo `__. Once you have a working mapping for your controller, you can test it by defining the ``SDL_GAMECONTROLLERCONFIG`` environment variable before running Godot:" msgstr "" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:338 diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index 1e645aae18..45baaa9dcf 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/handling_quit_requests.pot b/sphinx/templates/tutorials/inputs/handling_quit_requests.pot index 9c9c604b52..6df57e8e1b 100644 --- a/sphinx/templates/tutorials/inputs/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/inputs/handling_quit_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index 7f43f82494..10d383d44b 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/input_examples.pot b/sphinx/templates/tutorials/inputs/input_examples.pot index dcf5de0405..fa421023ce 100644 --- a/sphinx/templates/tutorials/inputs/input_examples.pot +++ b/sphinx/templates/tutorials/inputs/input_examples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index 6dd185048c..99b939d141 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index 55b2d30146..f73c2d2b11 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index 7ddacdeaf6..01314cc596 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/binary_serialization_api.pot b/sphinx/templates/tutorials/io/binary_serialization_api.pot index 1141270b19..03c42f0e32 100644 --- a/sphinx/templates/tutorials/io/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/io/binary_serialization_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -131,53 +131,41 @@ msgstr "" #: ../../docs/tutorials/io/binary_serialization_api.rst:53 #: ../../docs/tutorials/io/binary_serialization_api.rst:122 -#: ../../docs/tutorials/io/binary_serialization_api.rst:122 -#: ../../docs/tutorials/io/binary_serialization_api.rst:133 #: ../../docs/tutorials/io/binary_serialization_api.rst:133 #: ../../docs/tutorials/io/binary_serialization_api.rst:142 #: ../../docs/tutorials/io/binary_serialization_api.rst:153 -#: ../../docs/tutorials/io/binary_serialization_api.rst:153 #: ../../docs/tutorials/io/binary_serialization_api.rst:162 #: ../../docs/tutorials/io/binary_serialization_api.rst:171 -#: ../../docs/tutorials/io/binary_serialization_api.rst:171 -#: ../../docs/tutorials/io/binary_serialization_api.rst:184 #: ../../docs/tutorials/io/binary_serialization_api.rst:184 #: ../../docs/tutorials/io/binary_serialization_api.rst:186 #: ../../docs/tutorials/io/binary_serialization_api.rst:195 -#: ../../docs/tutorials/io/binary_serialization_api.rst:195 #: ../../docs/tutorials/io/binary_serialization_api.rst:197 #: ../../docs/tutorials/io/binary_serialization_api.rst:199 #: ../../docs/tutorials/io/binary_serialization_api.rst:201 #: ../../docs/tutorials/io/binary_serialization_api.rst:210 -#: ../../docs/tutorials/io/binary_serialization_api.rst:210 #: ../../docs/tutorials/io/binary_serialization_api.rst:212 #: ../../docs/tutorials/io/binary_serialization_api.rst:214 #: ../../docs/tutorials/io/binary_serialization_api.rst:223 -#: ../../docs/tutorials/io/binary_serialization_api.rst:223 #: ../../docs/tutorials/io/binary_serialization_api.rst:225 #: ../../docs/tutorials/io/binary_serialization_api.rst:227 #: ../../docs/tutorials/io/binary_serialization_api.rst:229 #: ../../docs/tutorials/io/binary_serialization_api.rst:231 #: ../../docs/tutorials/io/binary_serialization_api.rst:233 #: ../../docs/tutorials/io/binary_serialization_api.rst:242 -#: ../../docs/tutorials/io/binary_serialization_api.rst:242 #: ../../docs/tutorials/io/binary_serialization_api.rst:244 #: ../../docs/tutorials/io/binary_serialization_api.rst:246 #: ../../docs/tutorials/io/binary_serialization_api.rst:248 #: ../../docs/tutorials/io/binary_serialization_api.rst:257 -#: ../../docs/tutorials/io/binary_serialization_api.rst:257 #: ../../docs/tutorials/io/binary_serialization_api.rst:259 #: ../../docs/tutorials/io/binary_serialization_api.rst:261 #: ../../docs/tutorials/io/binary_serialization_api.rst:263 #: ../../docs/tutorials/io/binary_serialization_api.rst:272 -#: ../../docs/tutorials/io/binary_serialization_api.rst:272 #: ../../docs/tutorials/io/binary_serialization_api.rst:274 #: ../../docs/tutorials/io/binary_serialization_api.rst:276 #: ../../docs/tutorials/io/binary_serialization_api.rst:278 #: ../../docs/tutorials/io/binary_serialization_api.rst:280 #: ../../docs/tutorials/io/binary_serialization_api.rst:282 #: ../../docs/tutorials/io/binary_serialization_api.rst:291 -#: ../../docs/tutorials/io/binary_serialization_api.rst:291 #: ../../docs/tutorials/io/binary_serialization_api.rst:293 #: ../../docs/tutorials/io/binary_serialization_api.rst:295 #: ../../docs/tutorials/io/binary_serialization_api.rst:297 @@ -187,7 +175,6 @@ msgstr "" #: ../../docs/tutorials/io/binary_serialization_api.rst:305 #: ../../docs/tutorials/io/binary_serialization_api.rst:307 #: ../../docs/tutorials/io/binary_serialization_api.rst:316 -#: ../../docs/tutorials/io/binary_serialization_api.rst:316 #: ../../docs/tutorials/io/binary_serialization_api.rst:318 #: ../../docs/tutorials/io/binary_serialization_api.rst:320 #: ../../docs/tutorials/io/binary_serialization_api.rst:322 @@ -200,52 +187,37 @@ msgstr "" #: ../../docs/tutorials/io/binary_serialization_api.rst:336 #: ../../docs/tutorials/io/binary_serialization_api.rst:338 #: ../../docs/tutorials/io/binary_serialization_api.rst:347 -#: ../../docs/tutorials/io/binary_serialization_api.rst:347 #: ../../docs/tutorials/io/binary_serialization_api.rst:349 #: ../../docs/tutorials/io/binary_serialization_api.rst:351 #: ../../docs/tutorials/io/binary_serialization_api.rst:353 #: ../../docs/tutorials/io/binary_serialization_api.rst:362 -#: ../../docs/tutorials/io/binary_serialization_api.rst:362 -#: ../../docs/tutorials/io/binary_serialization_api.rst:382 #: ../../docs/tutorials/io/binary_serialization_api.rst:382 #: ../../docs/tutorials/io/binary_serialization_api.rst:384 #: ../../docs/tutorials/io/binary_serialization_api.rst:392 #: ../../docs/tutorials/io/binary_serialization_api.rst:414 -#: ../../docs/tutorials/io/binary_serialization_api.rst:414 #: ../../docs/tutorials/io/binary_serialization_api.rst:423 #: ../../docs/tutorials/io/binary_serialization_api.rst:432 -#: ../../docs/tutorials/io/binary_serialization_api.rst:432 #: ../../docs/tutorials/io/binary_serialization_api.rst:436 #: ../../docs/tutorials/io/binary_serialization_api.rst:444 #: ../../docs/tutorials/io/binary_serialization_api.rst:468 -#: ../../docs/tutorials/io/binary_serialization_api.rst:468 -#: ../../docs/tutorials/io/binary_serialization_api.rst:480 #: ../../docs/tutorials/io/binary_serialization_api.rst:480 #: ../../docs/tutorials/io/binary_serialization_api.rst:492 -#: ../../docs/tutorials/io/binary_serialization_api.rst:492 -#: ../../docs/tutorials/io/binary_serialization_api.rst:505 #: ../../docs/tutorials/io/binary_serialization_api.rst:505 #: ../../docs/tutorials/io/binary_serialization_api.rst:507 #: ../../docs/tutorials/io/binary_serialization_api.rst:516 #: ../../docs/tutorials/io/binary_serialization_api.rst:527 -#: ../../docs/tutorials/io/binary_serialization_api.rst:527 #: ../../docs/tutorials/io/binary_serialization_api.rst:529 #: ../../docs/tutorials/io/binary_serialization_api.rst:538 -#: ../../docs/tutorials/io/binary_serialization_api.rst:538 -#: ../../docs/tutorials/io/binary_serialization_api.rst:549 #: ../../docs/tutorials/io/binary_serialization_api.rst:549 #: ../../docs/tutorials/io/binary_serialization_api.rst:557 #: ../../docs/tutorials/io/binary_serialization_api.rst:570 -#: ../../docs/tutorials/io/binary_serialization_api.rst:570 #: ../../docs/tutorials/io/binary_serialization_api.rst:572 #: ../../docs/tutorials/io/binary_serialization_api.rst:574 #: ../../docs/tutorials/io/binary_serialization_api.rst:583 -#: ../../docs/tutorials/io/binary_serialization_api.rst:583 #: ../../docs/tutorials/io/binary_serialization_api.rst:585 #: ../../docs/tutorials/io/binary_serialization_api.rst:587 #: ../../docs/tutorials/io/binary_serialization_api.rst:589 #: ../../docs/tutorials/io/binary_serialization_api.rst:598 -#: ../../docs/tutorials/io/binary_serialization_api.rst:598 #: ../../docs/tutorials/io/binary_serialization_api.rst:600 #: ../../docs/tutorials/io/binary_serialization_api.rst:602 #: ../../docs/tutorials/io/binary_serialization_api.rst:604 diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index 4be7508a67..1496ba3b5d 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -182,12 +182,10 @@ msgstr "" msgid "Editor data" msgstr "" -#: ../../docs/tutorials/io/data_paths.rst:0 #: ../../docs/tutorials/io/data_paths.rst:0 msgid "Windows: ``%APPDATA%\\Godot\\``" msgstr "" -#: ../../docs/tutorials/io/data_paths.rst:0 #: ../../docs/tutorials/io/data_paths.rst:0 msgid "macOS: ``~/Library/Application Support/Godot/``" msgstr "" diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index e7436d5c9d..e4a2b52ae4 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/runtime_file_loading_and_saving.pot b/sphinx/templates/tutorials/io/runtime_file_loading_and_saving.pot index b3fa94b996..f544be4492 100644 --- a/sphinx/templates/tutorials/io/runtime_file_loading_and_saving.pot +++ b/sphinx/templates/tutorials/io/runtime_file_loading_and_saving.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index 1efd663b2e..89e2c14519 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/beziers_and_curves.pot b/sphinx/templates/tutorials/math/beziers_and_curves.pot index 2662c7efcd..3b14786d49 100644 --- a/sphinx/templates/tutorials/math/beziers_and_curves.pot +++ b/sphinx/templates/tutorials/math/beziers_and_curves.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index 71c6e6c364..24344396c8 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/interpolation.pot b/sphinx/templates/tutorials/math/interpolation.pot index 6974dc8cf3..c8453b47eb 100644 --- a/sphinx/templates/tutorials/math/interpolation.pot +++ b/sphinx/templates/tutorials/math/interpolation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index e2c4cbc88d..6d4eccd521 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/random_number_generation.pot b/sphinx/templates/tutorials/math/random_number_generation.pot index 97d8cd6119..326976e862 100644 --- a/sphinx/templates/tutorials/math/random_number_generation.pot +++ b/sphinx/templates/tutorials/math/random_number_generation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index 31a1599cb5..32ff5f8f79 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index 90425b9ef2..434ffb7491 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/migrating/index.pot b/sphinx/templates/tutorials/migrating/index.pot index ce609f77b4..f4334cb81a 100644 --- a/sphinx/templates/tutorials/migrating/index.pot +++ b/sphinx/templates/tutorials/migrating/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.1.pot b/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.1.pot index 34ebff51a5..5e7ec424e8 100644 --- a/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.1.pot +++ b/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.1.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -128,38 +128,22 @@ msgstr "" msgid "Method ``looking_at`` adds a new ``use_model_front`` optional parameter" msgstr "" -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:37 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:37 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:37 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:39 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:41 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:41 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:41 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:43 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:43 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:45 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:45 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:56 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:56 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:57 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:57 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:59 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:79 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:81 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:81 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:83 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:83 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:84 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:84 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:94 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:94 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:96 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:96 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:97 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:97 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:98 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:98 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:100 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:100 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:126 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:128 @@ -168,12 +152,10 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:142 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:147 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:172 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:172 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:184 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:185 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:186 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:191 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:191 msgid "|✔️|" msgstr "" @@ -192,97 +174,42 @@ msgstr "" msgid "Method ``get_meta_list`` changes return type from ``PackedStringArray`` to ``Array[StringName]``" msgstr "" -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:39 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:39 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:45 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:55 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:55 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:55 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:59 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:59 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:69 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:69 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:69 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:79 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:110 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:110 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:110 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:112 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:112 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:112 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:114 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:114 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:114 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:116 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:116 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:116 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:126 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:126 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:128 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:130 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:130 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:132 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:142 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:142 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:143 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:143 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:143 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:145 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:145 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:145 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:146 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:146 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:146 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:147 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:147 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:148 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:148 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:148 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:150 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:150 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:150 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:151 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:151 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:151 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:153 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:153 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:153 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:154 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:154 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:154 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:156 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:156 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:156 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:157 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:157 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:157 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:158 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:158 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:158 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:160 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:160 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:160 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:161 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:161 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:161 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:162 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:162 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:162 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:172 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:182 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:182 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:182 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:184 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:184 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:185 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:185 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:186 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:186 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:188 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:188 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:188 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:189 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:189 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:189 msgid "|❌|" msgstr "" diff --git a/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.2.pot b/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.2.pot index 108c67ff29..e0d9c056a2 100644 --- a/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.2.pot +++ b/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.2.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -132,259 +132,116 @@ msgid "Constant ``NOTIFICATION_NODE_RECACHE_REQUESTED`` removed" msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:58 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:58 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:71 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:71 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:72 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:72 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:99 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:99 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:100 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:100 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:110 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:110 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:135 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:135 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:138 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:138 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:144 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:144 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:156 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:156 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:157 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:157 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:168 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:169 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:170 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:171 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:173 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:173 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:173 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:174 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:177 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:177 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:178 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:178 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:178 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:179 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:179 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:179 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:180 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:180 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:180 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:181 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:181 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:181 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:182 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:182 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:182 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:183 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:183 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:183 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:184 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:184 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:184 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:185 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:185 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:185 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:186 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:186 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:186 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:187 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:187 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:187 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:188 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:188 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:188 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:189 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:189 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:189 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:190 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:190 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:190 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:193 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:193 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:193 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:198 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:198 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:201 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:201 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:201 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:202 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:202 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:202 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:212 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:222 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:222 msgid "|❌|" msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:58 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:68 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:68 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:68 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:69 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:69 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:69 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:70 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:70 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:70 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:71 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:72 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:73 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:73 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:73 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:74 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:74 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:74 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:75 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:75 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:75 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:76 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:76 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:76 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:77 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:77 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:77 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:78 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:78 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:78 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:79 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:79 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:79 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:80 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:80 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:80 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:81 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:81 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:81 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:82 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:82 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:82 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:83 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:83 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:83 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:84 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:84 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:84 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:85 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:85 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:85 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:86 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:87 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:88 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:89 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:89 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:89 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:90 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:90 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:90 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:91 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:91 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:91 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:92 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:92 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:92 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:93 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:93 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:93 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:94 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:94 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:96 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:96 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:96 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:97 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:97 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:97 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:98 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:98 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:98 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:99 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:100 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:101 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:101 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:101 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:102 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:102 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:102 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:103 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:103 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:103 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:104 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:104 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:104 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:105 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:105 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:105 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:106 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:106 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:106 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:107 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:107 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:107 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:108 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:109 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:109 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:109 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:110 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:120 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:121 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:122 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:124 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:124 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:134 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:135 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:137 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:137 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:138 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:140 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:140 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:140 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:141 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:141 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:141 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:142 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:142 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:142 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:143 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:143 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:144 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:146 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:156 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:157 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:158 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:158 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:175 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:175 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:175 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:176 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:176 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:176 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:177 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:191 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:191 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:191 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:192 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:192 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:192 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:194 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:194 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:194 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:195 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:195 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:195 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:196 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:196 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:196 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:197 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:197 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:197 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:198 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:199 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:199 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:199 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:200 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:200 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:200 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:222 msgid "|✔️|" @@ -528,40 +385,25 @@ msgstr "" msgid "Property ``method_call_mode`` renamed to ``callback_mode_method`` and moved to base class ``AnimationMixer``" msgstr "" -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:86 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:86 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:87 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:87 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:88 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:88 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:94 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:108 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:108 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:120 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:120 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:121 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:121 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:122 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:122 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:124 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:134 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:134 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:137 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:143 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:146 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:146 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:158 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:168 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:168 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:169 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:169 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:170 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:170 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:171 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:171 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:174 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:174 -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:212 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:212 msgid "|✔️ with compat|" msgstr "" diff --git a/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.pot b/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.pot index de0da599df..e0ece62e4f 100644 --- a/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.pot +++ b/sphinx/templates/tutorials/migrating/upgrading_to_godot_4.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/index.pot b/sphinx/templates/tutorials/navigation/index.pot index 4254a2d0c8..095d92f94b 100644 --- a/sphinx/templates/tutorials/navigation/index.pot +++ b/sphinx/templates/tutorials/navigation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_connecting_navmesh.pot b/sphinx/templates/tutorials/navigation/navigation_connecting_navmesh.pot index 9fbc2e9a34..755e663f0b 100644 --- a/sphinx/templates/tutorials/navigation/navigation_connecting_navmesh.pot +++ b/sphinx/templates/tutorials/navigation/navigation_connecting_navmesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_debug_tools.pot b/sphinx/templates/tutorials/navigation/navigation_debug_tools.pot index ea5855406e..db2ae7878c 100644 --- a/sphinx/templates/tutorials/navigation/navigation_debug_tools.pot +++ b/sphinx/templates/tutorials/navigation/navigation_debug_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_different_actor_area_access.pot b/sphinx/templates/tutorials/navigation/navigation_different_actor_area_access.pot index 1c18288ff5..7e9e1e5789 100644 --- a/sphinx/templates/tutorials/navigation/navigation_different_actor_area_access.pot +++ b/sphinx/templates/tutorials/navigation/navigation_different_actor_area_access.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_different_actor_locomotion.pot b/sphinx/templates/tutorials/navigation/navigation_different_actor_locomotion.pot index 2141558532..41290f0c01 100644 --- a/sphinx/templates/tutorials/navigation/navigation_different_actor_locomotion.pot +++ b/sphinx/templates/tutorials/navigation/navigation_different_actor_locomotion.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "When an actor changes locomotion state, e.g. stands up, starts crouching msgstr "" #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:17 -msgid "If the avoidance behavior should also change with the locomotion e.g. only avoid while standing or only avoid other agents in the same locomotion state, switch the actors's avoidance agent to another avoidance map with each locomotion change." +msgid "If the avoidance behavior should also change with the locomotion e.g. only avoid while standing or only avoid other agents in the same locomotion state, switch the actor's avoidance agent to another avoidance map with each locomotion change." msgstr "" #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:43 diff --git a/sphinx/templates/tutorials/navigation/navigation_different_actor_types.pot b/sphinx/templates/tutorials/navigation/navigation_different_actor_types.pot index 5f643eda8c..d2bd46e557 100644 --- a/sphinx/templates/tutorials/navigation/navigation_different_actor_types.pot +++ b/sphinx/templates/tutorials/navigation/navigation_different_actor_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_introduction_2d.pot b/sphinx/templates/tutorials/navigation/navigation_introduction_2d.pot index 85ae8a3683..ba66eebd79 100644 --- a/sphinx/templates/tutorials/navigation/navigation_introduction_2d.pot +++ b/sphinx/templates/tutorials/navigation/navigation_introduction_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -206,26 +206,26 @@ msgid "Click on the region node and add a new NavigationPolygon Resource to the msgstr "" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:97 -msgid "Define the moveable navigation area with the NavigationPolygon draw tool." +msgid "Define the movable navigation area with the NavigationPolygon draw tool. Then click the `Bake NavigationPolygon`` button on the toolbar." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:103 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:104 msgid "The navigation mesh defines the area where an actor can stand and move with its center. Leave enough margin between the navigation polygon edges and collision objects to not get path following actors repeatedly stuck on collision." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:106 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:107 msgid "Add a CharacterBody2D node in the scene with a basic collision shape and a sprite or mesh for visuals." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:109 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:110 msgid "Add a NavigationAgent2D node below the character node." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:113 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:114 msgid "Add the following script to the CharacterBody2D node. We make sure to set a movement target after the scene has fully loaded and the NavigationServer had time to sync." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:215 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:216 msgid "On the first frame the NavigationServer map has not synchronized region data and any path query will return empty. Wait for the NavigationServer synchronization by awaiting one frame in the script." msgstr "" diff --git a/sphinx/templates/tutorials/navigation/navigation_introduction_3d.pot b/sphinx/templates/tutorials/navigation/navigation_introduction_3d.pot index 203b508bba..3be990a390 100644 --- a/sphinx/templates/tutorials/navigation/navigation_introduction_3d.pot +++ b/sphinx/templates/tutorials/navigation/navigation_introduction_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_optimizing_performance.pot b/sphinx/templates/tutorials/navigation/navigation_optimizing_performance.pot index 67759d83ce..ab083442b4 100644 --- a/sphinx/templates/tutorials/navigation/navigation_optimizing_performance.pot +++ b/sphinx/templates/tutorials/navigation/navigation_optimizing_performance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationagents.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationagents.pot index 35d8a6e11d..2af93ace44 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationagents.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationagents.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationlayers.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationlayers.pot index 972062e204..c6a14f69e4 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationlayers.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationlayers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationlinks.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationlinks.pot index b5ae175c1b..75b798944e 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationlinks.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationlinks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationmaps.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationmaps.pot index 7f6592057d..c64356f08c 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationmaps.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationmeshes.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationmeshes.pot index 4da5558a0e..fe34570fd2 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationmeshes.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationmeshes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationobstacles.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationobstacles.pot index 447bdded38..718238b38f 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationobstacles.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationobstacles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -113,7 +113,7 @@ msgid "Similar to agents the obstacles can make use of the ``avoidance_layers`` msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:53 -msgid "Procedual obstacles" +msgid "Procedural obstacles" msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:55 diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationpathqueryobjects.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationpathqueryobjects.pot index f415d82307..362de384e9 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationpathqueryobjects.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationpathqueryobjects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "2D and 3D versions of ``NavigationPathQueryParameters`` are available as msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:19 -msgid "2D and 3D versions of ``NavigationPathQueryResult`` are available as :ref:`NavigationPathQuerResult2D` and :ref:`NavigationPathQueryResult3D` respectively." +msgid "2D and 3D versions of ``NavigationPathQueryResult`` are available as :ref:`NavigationPathQueryResult2D` and :ref:`NavigationPathQueryResult3D` respectively." msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:23 diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationpaths.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationpaths.pot index c1d070f449..e8e3d895fc 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationpaths.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationpaths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationregions.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationregions.pot index 88af599511..429b0c6cbf 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationregions.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationregions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/navigation/navigation_using_navigationservers.pot b/sphinx/templates/tutorials/navigation/navigation_using_navigationservers.pot index 7dffe9071a..2837ce709f 100644 --- a/sphinx/templates/tutorials/navigation/navigation_using_navigationservers.pot +++ b/sphinx/templates/tutorials/navigation/navigation_using_navigationservers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index 389c3be485..886cbea317 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,270 +65,266 @@ msgid "Gaffer On Games has a lot of useful articles about networking in Games (` msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:41 -msgid "If you want to use your low-level networking library of choice instead of Godot's built-in networking, see here for an example: https://github.com/PerduGames/gdnet3" -msgstr "" - -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:45 msgid "Adding networking to your game comes with some responsibility. It can make your application vulnerable if done wrong and may lead to cheats or exploits. It may even allow an attacker to compromise the machines your application runs on and use your servers to send spam, attack others or steal your users' data if they play your game." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:50 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:46 msgid "This is always the case when networking is involved and has nothing to do with Godot. You can of course experiment, but when you release a networked application, always take care of any possible security concerns." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:55 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:51 msgid "Mid-level abstraction" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:57 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:53 msgid "Before going into how we would like to synchronize a game across the network, it can be helpful to understand how the base network API for synchronization works." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:59 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:55 msgid "Godot uses a mid-level object :ref:`MultiplayerPeer `. This object is not meant to be created directly, but is designed so that several C++ implementations can provide it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:62 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:58 msgid "This object extends from :ref:`PacketPeer `, so it inherits all the useful methods for serializing, sending and receiving data. On top of that, it adds methods to set a peer, transfer mode, etc. It also includes signals that will let you know when peers connect or disconnect." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:64 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:60 msgid "This class interface can abstract most types of network layers, topologies and libraries. By default, Godot provides an implementation based on ENet (:ref:`ENetMultiplayerPeer `), one based on WebRTC (:ref:`WebRTCMultiplayerPeer `), and one based on WebSocket (:ref:`WebSocketPeer `), but this could be used to implement mobile APIs (for ad hoc WiFi, Bluetooth) or custom device/console-specific networking APIs." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:70 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:66 msgid "For most common cases, using this object directly is discouraged, as Godot provides even higher level networking facilities. This object is still made available in case a game has specific needs for a lower-level API." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:74 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:70 msgid "Hosting considerations" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:76 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:72 msgid "When hosting a server, clients on your :abbr:`LAN (Local Area Network)` can connect using the internal IP address which is usually of the form ``192.168.*.*``. This internal IP address is **not** reachable by non-LAN/Internet clients." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:81 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:77 msgid "On Windows, you can find your internal IP address by opening a command prompt and entering ``ipconfig``. On macOS, open a Terminal and enter ``ifconfig``. On Linux, open a terminal and enter ``ip addr``." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:85 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:81 msgid "If you're hosting a server on your own machine and want non-LAN clients to connect to it, you'll probably have to *forward* the server port on your router. This is required to make your server reachable from the Internet since most residential connections use a `NAT `__. Godot's high-level multiplayer API only uses UDP, so you must forward the port in UDP, not just TCP." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:93 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:89 msgid "After forwarding an UDP port and making sure your server uses that port, you can use `this website `__ to find your public IP address. Then give this public IP address to any Internet clients that wish to connect to your server." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:98 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:94 msgid "Godot's high-level multiplayer API uses a modified version of ENet which allows for full IPv6 support." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:102 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:98 msgid "Initializing the network" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:104 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:100 msgid "High level networking in Godot is managed by the :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:106 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:102 msgid "Each node has a ``multiplayer`` property, which is a reference to the ``MultiplayerAPI`` instance configured for it by the scene tree. Initially, every node is configured with the same default ``MultiplayerAPI`` object." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:109 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:105 msgid "It is possible to create a new ``MultiplayerAPI`` object and assign it to a ``NodePath`` in the the scene tree, which will override ``multiplayer`` for the node at that path and all of its descendants. This allows sibling nodes to be configured with different peers, which makes it possible to run a server and a client simultaneously in one instance of Godot." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:120 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:116 msgid "To initialize networking, a ``MultiplayerPeer`` object must be created, initialized as a server or client, and passed to the ``MultiplayerAPI``." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:135 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:131 msgid "To terminate networking:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:143 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:139 msgid "When exporting to Android, make sure to enable the ``INTERNET`` permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:149 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:145 msgid "Managing connections" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:151 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:147 msgid "Every peer is assigned a unique ID. The server's ID is always 1, and clients are assigned a random positive integer." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:153 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:149 msgid "Responding to connections or disconnections is possible by connecting to ``MultiplayerAPI``'s signals:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:155 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:151 msgid "``peer_connected(id: int)`` This signal is emitted with the newly connected peer's ID on each other peer, and on the new peer multiple times, once with each other peer's ID." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:156 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:152 msgid "``peer_disconnected(id: int)`` This signal is emitted on every remaining peer when one disconnects." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:158 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:154 msgid "The rest are only emitted on clients:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:160 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:156 msgid "``connected_to_server()``" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:161 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:157 msgid "``connection_failed()``" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:162 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:158 msgid "``server_disconnected()``" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:164 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:160 msgid "To get the unique ID of the associated peer:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:170 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:166 msgid "To check whether the peer is server or client:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:177 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:173 msgid "Remote procedure calls" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:179 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:175 msgid "Remote procedure calls, or RPCs, are functions that can be called on other peers. To create one, use the ``@rpc`` annotation before a function definition. To call an RPC, use ``Callable``'s method ``rpc()`` to call in every peer, or ``rpc_id()`` to call in a specific peer." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:193 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:189 msgid "RPCs will not serialize objects or callables." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:195 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:191 msgid "For a remote call to be successful, the sending and receiving node need to have the same ``NodePath``, which means they must have the same name. When using ``add_child()`` for nodes which are expected to use RPCs, set the argument ``force_readable_name`` to ``true``." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:201 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:197 msgid "If a function is annotated with ``@rpc`` on the client script (resp. server script), then this function must also be declared on the server script (resp. client script). Both RPCs must have the same signature which is evaluated with a checksum of **all RPCs**. All RPCs in a script are checked at once, and all RPCs must be declared on both the client scripts and the server scripts, **even functions that are currently not in use**." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:207 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:203 msgid "The signature of the RPC includes the ``@rpc()`` declaration, the function, return type, AND the nodepath. If an RPC resides in a script attached to ``/root/Main/Node1``, then it must reside in precisely the same path and node on both the client script and the server script. Function arguments (example: ``func sendstuff():`` and ``func sendstuff(arg1, arg2):`` **will pass** signature matching)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:213 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:209 msgid "If these conditions are not met (if all RPCs do not pass signature matching), the script may print an error or cause unwanted behavior. The error message may be unrelated to the RPC function you are currently building and testing." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:217 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:213 msgid "See further explanation and troubleshooting on `this post `__." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:219 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:215 msgid "The annotation can take a number of arguments, which have default values. ``@rpc`` is equivalent to:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:225 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:221 msgid "The parameters and their functions are as follows:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:227 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:223 msgid "``mode``:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:229 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:225 msgid "``\"authority\"``: Only the multiplayer authority (the server) can call remotely." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:230 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:226 msgid "``\"any_peer\"``: Clients are allowed to call remotely. Useful for transferring user input." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:232 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:228 msgid "``sync``:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:234 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:230 msgid "``\"call_remote\"``: The function will not be called on the local peer." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:235 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:231 msgid "``\"call_local\"``: The function can be called on the local peer. Useful when the server is also a player." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:237 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:233 msgid "``transfer_mode``:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:239 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:235 msgid "``\"unreliable\"`` Packets are not acknowledged, can be lost, and can arrive at any order." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:240 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:236 msgid "``\"unreliable_ordered\"`` Packets are received in the order they were sent in. This is achieved by ignoring packets that arrive later if another that was sent after them has already been received. Can cause packet loss if used incorrectly." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:241 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:237 msgid "``\"reliable\"`` Resend attempts are sent until packets are acknowledged, and their order is preserved. Has a significant performance penalty." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:243 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:239 msgid "``transfer_channel`` is the channel index." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:245 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:241 msgid "The first 3 can be passed in any order, but ``transfer_channel`` must always be last." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:247 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:243 msgid "The function ``multiplayer.get_remote_sender_id()`` can be used to get the unique id of an rpc sender, when used within the function called by rpc." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:263 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:259 msgid "Channels" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:264 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:260 msgid "Modern networking protocols support channels, which are separate connections within the connection. This allows for multiple streams of packets that do not interfere with each other." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:267 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:263 msgid "For example, game chat related messages and some of the core gameplay messages should all be sent reliably, but a gameplay message should not wait for a chat message to be acknowledged. This can be achieved by using different channels." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:270 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:266 msgid "Channels are also useful when used with the unreliable ordered transfer mode. Sending packets of variable size with this transfer mode can cause packet loss, since packets which are slower to arrive are ignored. Separating them into multiple streams of homogeneous packets by using channels allows ordered transfer with little packet loss, and without the latency penalty caused by reliable mode." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:274 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:270 msgid "The default channel with index 0 is actually three different channels - one for each transfer mode." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:277 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:273 msgid "Example lobby implementation" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:279 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:275 msgid "This is an example lobby that can handle peers joining and leaving, notify UI scenes through signals, and start the game after all clients have loaded the game scene." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:394 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:390 msgid "The game scene's root node should be named Game. In the script attached to it:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:413 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:409 msgid "Exporting for dedicated servers" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:415 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:411 msgid "Once you've made a multiplayer game, you may want to export it to run it on a dedicated server with no GPU available. See :ref:`doc_exporting_for_dedicated_servers` for more information." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:421 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:417 msgid "The code samples on this page aren't designed to run on a dedicated server. You'll have to modify them so the server isn't considered to be a player. You'll also have to modify the game starting mechanism so that the first player who joins can start the game." msgstr "" diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index cb4e000765..6efadc111c 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index b70899ef54..db21be7abb 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index 2638e73dd2..386c029faf 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index 0980f6eda6..d0d87843cb 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/webrtc.pot b/sphinx/templates/tutorials/networking/webrtc.pot index b4173866be..b3fa70a5e9 100644 --- a/sphinx/templates/tutorials/networking/webrtc.pot +++ b/sphinx/templates/tutorials/networking/webrtc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/websocket.pot b/sphinx/templates/tutorials/networking/websocket.pot index 4f4775e0f9..092d561ed9 100644 --- a/sphinx/templates/tutorials/networking/websocket.pot +++ b/sphinx/templates/tutorials/networking/websocket.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/cpu_optimization.pot b/sphinx/templates/tutorials/performance/cpu_optimization.pot index 04d40f4c41..f6bac76cd7 100644 --- a/sphinx/templates/tutorials/performance/cpu_optimization.pot +++ b/sphinx/templates/tutorials/performance/cpu_optimization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/general_optimization.pot b/sphinx/templates/tutorials/performance/general_optimization.pot index 564999e62e..3168e6cc13 100644 --- a/sphinx/templates/tutorials/performance/general_optimization.pot +++ b/sphinx/templates/tutorials/performance/general_optimization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/gpu_optimization.pot b/sphinx/templates/tutorials/performance/gpu_optimization.pot index 39813b31e3..8484608820 100644 --- a/sphinx/templates/tutorials/performance/gpu_optimization.pot +++ b/sphinx/templates/tutorials/performance/gpu_optimization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/index.pot b/sphinx/templates/tutorials/performance/index.pot index 80307996a1..431184fd22 100644 --- a/sphinx/templates/tutorials/performance/index.pot +++ b/sphinx/templates/tutorials/performance/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/optimizing_3d_performance.pot b/sphinx/templates/tutorials/performance/optimizing_3d_performance.pot index ef85621f6a..42f5ede24a 100644 --- a/sphinx/templates/tutorials/performance/optimizing_3d_performance.pot +++ b/sphinx/templates/tutorials/performance/optimizing_3d_performance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/performance/optimizing_3d_performance.rst:1 +#: ../../docs/tutorials/performance/optimizing_3d_performance.rst:-1 msgid "optimization" msgstr "" diff --git a/sphinx/templates/tutorials/performance/thread_safe_apis.pot b/sphinx/templates/tutorials/performance/thread_safe_apis.pot index aaa801b377..903f7269e3 100644 --- a/sphinx/templates/tutorials/performance/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/performance/thread_safe_apis.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/using_multimesh.pot b/sphinx/templates/tutorials/performance/using_multimesh.pot index 9f59680696..4cfe0b73b6 100644 --- a/sphinx/templates/tutorials/performance/using_multimesh.pot +++ b/sphinx/templates/tutorials/performance/using_multimesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/using_multiple_threads.pot b/sphinx/templates/tutorials/performance/using_multiple_threads.pot index 4e30463b98..6f24d037dc 100644 --- a/sphinx/templates/tutorials/performance/using_multiple_threads.pot +++ b/sphinx/templates/tutorials/performance/using_multiple_threads.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/using_servers.pot b/sphinx/templates/tutorials/performance/using_servers.pot index 3fb06361b7..422c5dbf5f 100644 --- a/sphinx/templates/tutorials/performance/using_servers.pot +++ b/sphinx/templates/tutorials/performance/using_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/vertex_animation/animating_thousands_of_fish.pot b/sphinx/templates/tutorials/performance/vertex_animation/animating_thousands_of_fish.pot index e57876e0fe..db4619a479 100644 --- a/sphinx/templates/tutorials/performance/vertex_animation/animating_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/performance/vertex_animation/animating_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/vertex_animation/controlling_thousands_of_fish.pot b/sphinx/templates/tutorials/performance/vertex_animation/controlling_thousands_of_fish.pot index 7b0556a2e2..c7c2b7c53e 100644 --- a/sphinx/templates/tutorials/performance/vertex_animation/controlling_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/performance/vertex_animation/controlling_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/performance/vertex_animation/index.pot b/sphinx/templates/tutorials/performance/vertex_animation/index.pot index a2525fd275..9034984f15 100644 --- a/sphinx/templates/tutorials/performance/vertex_animation/index.pot +++ b/sphinx/templates/tutorials/performance/vertex_animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/collision_shapes_2d.pot b/sphinx/templates/tutorials/physics/collision_shapes_2d.pot index 5d21718fb3..fe214390d9 100644 --- a/sphinx/templates/tutorials/physics/collision_shapes_2d.pot +++ b/sphinx/templates/tutorials/physics/collision_shapes_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/collision_shapes_3d.pot b/sphinx/templates/tutorials/physics/collision_shapes_3d.pot index 959eae1a41..d79bc3377c 100644 --- a/sphinx/templates/tutorials/physics/collision_shapes_3d.pot +++ b/sphinx/templates/tutorials/physics/collision_shapes_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index 5760a21357..434a02aa86 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index 6380a32138..125a31be27 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/large_world_coordinates.pot b/sphinx/templates/tutorials/physics/large_world_coordinates.pot index c51f9a6ddf..faf1546973 100644 --- a/sphinx/templates/tutorials/physics/large_world_coordinates.pot +++ b/sphinx/templates/tutorials/physics/large_world_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,7 +61,7 @@ msgid "**Single-precision float range (represent all integers):** Between -16,77 msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:54 -msgid "**Double-precision float range (represent all integers):** Between -9 quadrillon and 9 quadrillon" +msgid "**Double-precision float range (represent all integers):** Between -9 quadrillion and 9 quadrillion" msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:57 diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index 0f461fd7e0..55fd99e065 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index 2ca8b35114..21cdcda63b 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "In this tutorial, we will be using the Platformer3D demo to set up a ragd msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:13 -msgid "You can download the Platformer3D demo on `GitHub `_ or using the `Asset Library `_." +msgid "You can download the Platformer3D demo on `GitHub `_ or using the `Asset Library `_." msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:16 diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index ffb41917aa..6f41ed378c 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index c29888ee87..73b986361b 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/soft_body.pot b/sphinx/templates/tutorials/physics/soft_body.pot index e46228e1eb..bd2c5b3282 100644 --- a/sphinx/templates/tutorials/physics/soft_body.pot +++ b/sphinx/templates/tutorials/physics/soft_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,7 +65,7 @@ msgid "Let's make a cloak in the Platformer3D demo." msgstr "" #: ../../docs/tutorials/physics/soft_body.rst:37 -msgid "You can download the Platformer3D demo on `GitHub `_ or `the Asset Library `_." +msgid "You can download the Platformer3D demo on `GitHub `_ or `the Asset Library `_." msgstr "" #: ../../docs/tutorials/physics/soft_body.rst:39 diff --git a/sphinx/templates/tutorials/physics/troubleshooting_physics_issues.pot b/sphinx/templates/tutorials/physics/troubleshooting_physics_issues.pot index 6baf1dffa8..3e0b7f0af8 100644 --- a/sphinx/templates/tutorials/physics/troubleshooting_physics_issues.pot +++ b/sphinx/templates/tutorials/physics/troubleshooting_physics_issues.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_area_2d.pot b/sphinx/templates/tutorials/physics/using_area_2d.pot index ae0dbffc1d..a729663b88 100644 --- a/sphinx/templates/tutorials/physics/using_area_2d.pot +++ b/sphinx/templates/tutorials/physics/using_area_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_character_body_2d.pot b/sphinx/templates/tutorials/physics/using_character_body_2d.pot index 43bf3628e9..20ed956b59 100644 --- a/sphinx/templates/tutorials/physics/using_character_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_character_body_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android/android_in_app_purchases.pot index 4f969d7a18..57242d305a 100644 --- a/sphinx/templates/tutorials/platform/android/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android/android_in_app_purchases.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android/android_library.pot b/sphinx/templates/tutorials/platform/android/android_library.pot index 1060d1084e..5bf994a59d 100644 --- a/sphinx/templates/tutorials/platform/android/android_library.pot +++ b/sphinx/templates/tutorials/platform/android/android_library.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android/android_plugin.pot b/sphinx/templates/tutorials/platform/android/android_plugin.pot index 3236ccaf02..bec8708d11 100644 --- a/sphinx/templates/tutorials/platform/android/android_plugin.pot +++ b/sphinx/templates/tutorials/platform/android/android_plugin.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -369,7 +369,7 @@ msgid "Since they are also Android libraries, Godot v2 Android plugins can be st msgstr "" #: ../../docs/tutorials/platform/android/android_plugin.rst:315 -msgid "If targetting this use-case, make sure to include additional instructions for how the ``AAR`` binaries should be included (e.g: custom additions to the Android app's manifest)." +msgid "If targeting this use-case, make sure to include additional instructions for how the ``AAR`` binaries should be included (e.g: custom additions to the Android app's manifest)." msgstr "" #: ../../docs/tutorials/platform/android/android_plugin.rst:318 diff --git a/sphinx/templates/tutorials/platform/android/index.pot b/sphinx/templates/tutorials/platform/android/index.pot index eedd3bd872..85299efb24 100644 --- a/sphinx/templates/tutorials/platform/android/index.pot +++ b/sphinx/templates/tutorials/platform/android/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index 417e071cea..56420b4881 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index 470ed66fad..5a81d8580f 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/ios/index.pot b/sphinx/templates/tutorials/platform/ios/index.pot index 645b29f46a..8d7edbe38e 100644 --- a/sphinx/templates/tutorials/platform/ios/index.pot +++ b/sphinx/templates/tutorials/platform/ios/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/ios/ios_plugin.pot b/sphinx/templates/tutorials/platform/ios/ios_plugin.pot index 393ddde313..05c504f79e 100644 --- a/sphinx/templates/tutorials/platform/ios/ios_plugin.pot +++ b/sphinx/templates/tutorials/platform/ios/ios_plugin.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/ios/plugins_for_ios.pot b/sphinx/templates/tutorials/platform/ios/plugins_for_ios.pot index b6d5399c77..687334a77e 100644 --- a/sphinx/templates/tutorials/platform/ios/plugins_for_ios.pot +++ b/sphinx/templates/tutorials/platform/ios/plugins_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/web/customizing_html5_shell.pot b/sphinx/templates/tutorials/platform/web/customizing_html5_shell.pot index 67457ba61a..152bb7f7ee 100644 --- a/sphinx/templates/tutorials/platform/web/customizing_html5_shell.pot +++ b/sphinx/templates/tutorials/platform/web/customizing_html5_shell.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/web/html5_shell_classref.pot b/sphinx/templates/tutorials/platform/web/html5_shell_classref.pot index 921ddefbac..39f2cf8847 100644 --- a/sphinx/templates/tutorials/platform/web/html5_shell_classref.pot +++ b/sphinx/templates/tutorials/platform/web/html5_shell_classref.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -110,18 +110,6 @@ msgstr "" msgid "Create a new Engine instance with the given configuration." msgstr "" -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 #: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 msgid "Arguments" msgstr "" @@ -143,11 +131,6 @@ msgstr "" msgid "Base path of the engine to load." msgstr "" -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 #: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 msgid "Returns" msgstr "" @@ -156,11 +139,6 @@ msgstr "" msgid "A Promise that resolves once the engine is loaded." msgstr "" -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 #: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 msgid "Return type" msgstr "" @@ -302,14 +280,8 @@ msgstr "" msgid "Properties" msgstr "" +#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 #: ../../docs/tutorials/platform/web/html5_shell_classref.rst:189 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 msgid "type" msgstr "" @@ -413,12 +385,6 @@ msgstr "" msgid "Whether the unload the engine automatically after the instance is initialized." msgstr "" -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 #: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 msgid "value" msgstr "" diff --git a/sphinx/templates/tutorials/platform/web/index.pot b/sphinx/templates/tutorials/platform/web/index.pot index bdbbc6af15..1d1bf5900d 100644 --- a/sphinx/templates/tutorials/platform/web/index.pot +++ b/sphinx/templates/tutorials/platform/web/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/3d_gizmos.pot b/sphinx/templates/tutorials/plugins/editor/3d_gizmos.pot index a4342a3027..7db1e1952d 100644 --- a/sphinx/templates/tutorials/plugins/editor/3d_gizmos.pot +++ b/sphinx/templates/tutorials/plugins/editor/3d_gizmos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index 499e06159e..cbe8cf8fba 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index 777b8ac51e..a6ab0b36e3 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot index ae0f13f06d..77d0abae9f 100644 --- a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,11 +73,11 @@ msgid "This includes any :ref:`class_Resource` attached to the object." msgstr "" #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:100 -msgid "You can implement four other methods to add controls to the inspector at specific positions. The ``parse_begin()`` and ``parse_end()`` methods are called only once at the beginning and the end of parsing for each object, respectively. They can add controls at the top or bottom of the inspector layout by calling ``add_custom_control()``." +msgid "You can implement four other methods to add controls to the inspector at specific positions. The ``_parse_begin()`` and ``_parse_end()`` methods are called only once at the beginning and the end of parsing for each object, respectively. They can add controls at the top or bottom of the inspector layout by calling ``add_custom_control()``." msgstr "" #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:106 -msgid "As the editor parses the object, it calls the ``parse_category()`` and ``_parse_property()`` methods. There, in addition to ``add_custom_control()``, you can call both ``add_property_editor()`` and ``add_property_editor_for_multiple_properties()``. Use these last two methods to specifically add :ref:`class_EditorProperty`-based controls." +msgid "As the editor parses the object, it calls the ``_parse_category()`` and ``_parse_property()`` methods. There, in addition to ``add_custom_control()``, you can call both ``add_property_editor()`` and ``add_property_editor_for_multiple_properties()``. Use these last two methods to specifically add :ref:`class_EditorProperty`-based controls." msgstr "" #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:173 diff --git a/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot b/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot index 6af304cdeb..867e3503e0 100644 --- a/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot index e99579fcd0..deab68f0ec 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index 14df1dc15a..af399bafe3 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot index e4e38ba509..3f629e10bd 100644 --- a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index 3c62ae70da..0f352b6b0a 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/running_code_in_the_editor.pot b/sphinx/templates/tutorials/plugins/running_code_in_the_editor.pot index 6f4b0be619..ae29f3717d 100644 --- a/sphinx/templates/tutorials/plugins/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/plugins/running_code_in_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -160,7 +160,6 @@ msgstr "" msgid "To create an EditorScript, right-click a folder or empty space in the FileSystem dock then choose **New > Script...**. In the script creation dialog, click the tree icon to choose an object to extend from (or enter ``EditorScript`` directly in the field on the left, though note this is case-sensitive):" msgstr "" -#: ../../docs/tutorials/plugins/running_code_in_the_editor.rst:315 #: ../../docs/tutorials/plugins/running_code_in_the_editor.rst:315 msgid "Creating an editor script in the script editor creation dialog" msgstr "" diff --git a/sphinx/templates/tutorials/rendering/index.pot b/sphinx/templates/tutorials/rendering/index.pot index 6450bc3465..e969d40ee9 100644 --- a/sphinx/templates/tutorials/rendering/index.pot +++ b/sphinx/templates/tutorials/rendering/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/rendering/jitter_stutter.pot b/sphinx/templates/tutorials/rendering/jitter_stutter.pot index 515e85374c..00e73dab17 100644 --- a/sphinx/templates/tutorials/rendering/jitter_stutter.pot +++ b/sphinx/templates/tutorials/rendering/jitter_stutter.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -165,7 +165,7 @@ msgid "On platforms that support disabling V-Sync, input lag can be made less no msgstr "" #: ../../docs/tutorials/rendering/jitter_stutter.rst:162 -msgid "Increasing the number of physics iterations per second can also reduce physics-induced input latency. This is especially noticeable when using physics interpolation (which improves smoothness but increases latency). To do so, set **Physics > Common > Physics Ticks Per Second** to a value higher than the default ``60``, or set ``Engine.physics_ticks_per_second`` at run-time in a script. Values that are a multiple of the monitor refresh rate (typically ``60``) work best when physics interpolation is disabled, as they will avoid jitter. This means values such as ``120``, ``180`` and ``240`` are good starting points. As a bonus, higher physics FPSes make tunneling and physics unstability issues less likely to occur." +msgid "Increasing the number of physics iterations per second can also reduce physics-induced input latency. This is especially noticeable when using physics interpolation (which improves smoothness but increases latency). To do so, set **Physics > Common > Physics Ticks Per Second** to a value higher than the default ``60``, or set ``Engine.physics_ticks_per_second`` at run-time in a script. Values that are a multiple of the monitor refresh rate (typically ``60``) work best when physics interpolation is disabled, as they will avoid jitter. This means values such as ``120``, ``180`` and ``240`` are good starting points. As a bonus, higher physics FPSes make tunneling and physics instability issues less likely to occur." msgstr "" #: ../../docs/tutorials/rendering/jitter_stutter.rst:173 diff --git a/sphinx/templates/tutorials/rendering/multiple_resolutions.pot b/sphinx/templates/tutorials/rendering/multiple_resolutions.pot index 91a8723d5e..8379eaa3b8 100644 --- a/sphinx/templates/tutorials/rendering/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/rendering/multiple_resolutions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,409 +84,421 @@ msgstr "" msgid "There is often a need to support devices with screen and window sizes that are different from this base size. Godot offers many ways to control how the viewport will be resized and stretched to different screen sizes." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:75 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:77 +msgid "On this page, *window* refers to the screen area allotted to your game by the system, while *viewport* refers to the root object (accessible from ``get_tree().root``) which the game controls to fill this screen area. This viewport is a :ref:`Window ` instance. Recall from the :ref:`introduction ` that *all* Window objects are viewports." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:83 msgid "To configure the stretch base size at runtime from a script, use the ``get_tree().root.content_scale_size`` property (see :ref:`Window.content_scale_size `). Changing this value can indirectly change the size of 2D elements. However, to provide an user-accessible scaling option, using :ref:`doc_multiple_resolutions_stretch_scale` is recommended as it's easier to adjust." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:85 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:93 msgid "Godot follows a modern approach to multiple resolutions. The engine will never change the monitor's resolution on its own. While changing the monitor's resolution is the most efficient approach, it's also the least reliable approach as it can leave the monitor stuck on a low resolution if the game crashes. This is especially common on macOS or Linux which don't handle resolution changes as well as Windows." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:92 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:100 msgid "Changing the monitor's resolution also removes any control from the game developer over filtering and aspect ratio stretching, which can be important to ensure correct display for pixel art games." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:96 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:104 msgid "On top of that, changing the monitor's resolution makes alt-tabbing in and out of a game much slower since the monitor has to change resolutions every time this is done." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:101 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:109 msgid "Resizing" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:103 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:111 msgid "There are several types of devices, with several types of screens, which in turn have different pixel density and resolutions. Handling all of them can be a lot of work, so Godot tries to make the developer's life a little easier. The :ref:`Viewport ` node has several functions to handle resizing, and the root node of the scene tree is always a viewport (scenes loaded are instanced as a child of it, and it can always be accessed by calling ``get_tree().root`` or ``get_node(\"/root\")``)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:112 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:120 msgid "In any case, while changing the root Viewport params is probably the most flexible way to deal with the problem, it can be a lot of work, code and guessing, so Godot provides a set of parameters in the project settings to handle multiple resolutions." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:118 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:126 msgid "Stretch settings" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:120 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:128 msgid "Stretch settings are located in the project settings and provide several options:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:125 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:133 msgid "Stretch Mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:127 -msgid "The **Stretch Mode** setting defines how the base size is stretched to fit the resolution of the window or screen." +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:135 +msgid "The **Stretch Mode** setting defines how the base size is stretched to fit the resolution of the window or screen. The animations below use a \"base size\" of just 16×9 pixels to demonstrate the effect of different stretch modes. A single sprite, also 16×9 pixels in size, covers the entire viewport, and a diagonal :ref:`Line2D ` is added on top of it:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:132 -msgid "The animations below use a \"base size\" of just 16×9 pixels to demonstrate the effect of different stretch modes. A single sprite, also 16×9 pixels in size, covers the entire viewport, and a diagonal :ref:`Line2D ` is added on top of it:" -msgstr "" - -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:142 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:146 msgid "**Stretch Mode = Disabled** (default): No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, the **Stretch Aspect** setting has no effect." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:148 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:152 msgid "**Stretch Mode = Canvas Items**: In this mode, the base size specified in width and height in the project settings is stretched to cover the whole screen (taking the **Stretch Aspect** setting into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:158 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:162 msgid "**Stretch Mode = Viewport**: Viewport scaling means that the size of the root :ref:`Viewport ` is set precisely to the base size specified in the Project Settings' **Display** section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking the **Stretch Aspect** setting into account)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:167 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:171 msgid "To configure the stretch mode at runtime from a script, use the ``get_tree().root.content_scale_mode`` property (see :ref:`Window.content_scale_mode ` and the :ref:`ContentScaleMode ` enum)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:173 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:177 msgid "Stretch Aspect" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:175 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:179 msgid "The second setting is the stretch aspect. Note that this only takes effect if **Stretch Mode** is set to something other than **Disabled**." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:178 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:182 msgid "In the animations below, you will notice gray and black areas. The black areas are added by the engine and cannot be drawn into. The gray areas are part of your scene, and can be drawn to. The gray areas correspond to the region outside the blue frame you see in the 2D editor." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:183 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:187 msgid "**Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching the screen. This means that the original resolution will be stretched to exactly fill the screen, even if it's wider or narrower. This may result in nonuniform stretching: things looking wider or taller than designed." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:191 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:195 msgid "**Stretch Aspect = Keep**: Keep aspect ratio when stretching the screen. This means that the viewport retains its original size regardless of the screen resolution, and black bars will be added to the top/bottom of the screen (\"letterboxing\") or the sides (\"pillarboxing\")." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:197 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:201 msgid "This is a good option if you know the aspect ratio of your target devices in advance, or if you don't want to handle different aspect ratios." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:203 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:207 msgid "**Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the screen. If the screen is wider than the base size, black bars are added at the left and right (pillarboxing). But if the screen is taller than the base resolution, the viewport will be grown in the vertical direction (and more content will be visible to the bottom). You can also think of this as \"Expand Vertically\"." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:210 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:214 msgid "This is usually the best option for creating GUIs or HUDs that scale, so some controls can be anchored to the bottom (:ref:`doc_size_and_anchors`)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:216 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:220 msgid "**Stretch Aspect = Keep Height**: Keep aspect ratio when stretching the screen. If the screen is taller than the base size, black bars are added at the top and bottom (letterboxing). But if the screen is wider than the base resolution, the viewport will be grown in the horizontal direction (and more content will be visible to the right). You can also think of this as \"Expand Horizontally\"." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:223 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:227 msgid "This is usually the best option for 2D games that scroll horizontally (like runners or platformers)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:228 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:232 msgid "**Stretch Aspect = Expand**: Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:239 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:243 msgid "To support both portrait and landscape mode with a similar automatically determined scale factor, set your project's base resolution to be a *square* (1:1 aspect ratio) instead of a rectangle. For instance, if you wish to design for 1280×720 as the base resolution but wish to support both portrait and landscape mode, use 720×720 as the project's base window size in the Project Settings." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:246 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:250 msgid "To allow the user to choose their preferred screen orientation at run-time, remember to set **Display > Window > Handheld > Orientation** to ``sensor``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:249 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:253 msgid "To configure the stretch aspect at runtime from a script, use the ``get_tree().root.content_scale_aspect`` property (see :ref:`Window.content_scale_aspect ` and the :ref:`ContentScaleAspect ` enum)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:257 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:261 msgid "Stretch Scale" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:259 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:263 msgid "The **Scale** setting allows you to add an extra scaling factor on top of what the **Stretch** options above already provide. The default value of ``1.0`` means that no additional scaling occurs." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:263 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:267 msgid "For example, if you set **Scale** to ``2.0`` and leave **Stretch Mode** on **Disabled**, each unit in your scene will correspond to 2×2 pixels on the screen. This is a good way to provide scaling options for non-game applications." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:267 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:271 msgid "If **Stretch Mode** is set to **canvas_items**, 2D elements will be scaled relative to the base window size, then multiplied by the **Scale** setting. This can be exposed to players to allow them to adjust the automatically determined scale to their liking, for better accessibility." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:272 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:276 msgid "If **Stretch Mode** is set to **viewport**, the viewport's resolution is divided by **Scale**. This makes pixels look larger and reduces rendering resolution (with a given window size), which can improve performance." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:276 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:280 msgid "To configure the stretch scale at runtime from a script, use the ``get_tree().root.content_scale_factor`` property (see :ref:`Window.content_scale_factor `)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:283 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:287 msgid "Stretch Scale Mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:285 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:289 msgid "Since Godot 4.2, the **Stretch Scale Mode** setting allows you to constrain the automatically determined scale factor (as well as the manually specified **Stretch Scale** setting) to integer values. By default, this setting is set to ``fractional``, which allows any scale factor to be applied (including fractional values such as ``2.5``). When set to ``integer``, the value is rounded down to the nearest integer. For example, instead of using a scale factor of ``2.5``, it would be rounded down to ``2.0``. This is useful to prevent distortion when displaying pixel art." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:294 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:298 msgid "Compare this pixel art which is displayed with the ``viewport`` stretch mode, with the stretch scale mode set to ``fractional``:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:301 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:305 msgid "Fractional scaling example (incorrect pixel art appearance)" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:301 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:305 msgid "Checkerboard doesn't look \"even\". Line widths in the logo and text varies wildly." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:303 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:307 msgid "This pixel art is also displayed with the ``viewport`` stretch mode, but the stretch scale mode is set to ``integer`` this time:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:310 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:314 msgid "Integer scaling example (correct pixel art appearance)" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:310 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:314 msgid "Checkerboard looks perfectly even. Line widths are consistent." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:312 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:316 msgid "For example, if your viewport base size is 640×360 and the window size is 1366×768:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:314 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:318 msgid "When using ``fractional``, the viewport is displayed at a resolution of 1366×768 (scale factor is roughly 2.133×). The entire window space is used. Each pixel in the viewport corresponds to 2.133×2.133 pixels in the displayed area. However, since displays can only display \"whole\" pixels, this will lead to uneven pixel scaling which results in incorrect appearance of pixel art." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:319 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:323 msgid "When using ``integer``, the viewport is displayed at a resolution of 1280×720 (scale factor is 2×). The remaining space is filled with black bars on all four sides, so that each pixel in the viewport corresponds to 2×2 pixels in the displayed area." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:324 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:328 msgid "This setting is effective with any stretch mode. However, when using the ``disabled`` stretch mode, it will only affect the **Stretch Scale** setting by rounding it *down* to the nearest integer value. This can be used for 3D games that have a pixel art UI, so that the visible area in the 3D viewport doesn't reduce in size (which occurs when using ``canvas_items`` or ``viewport`` stretch mode with the ``integer`` scale mode)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:333 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:337 msgid "Games should use the **Exclusive Fullscreen** window mode, as opposed to **Fullscreen** which is designed to prevent Windows from automatically treating the window as if it was exclusive fullscreen." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:337 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:341 msgid "**Fullscreen** is meant to be used by GUI applications that want to use per-pixel transparency without a risk of having it disabled by the OS. It achieves this by leaving a 1-pixel line at the bottom of the screen. By contrast, **Exclusive Fullscreen** uses the actual screen size and allows Windows to reduce jitter and input lag for fullscreen games." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:343 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:347 msgid "When using integer scaling, this is particularly important as the 1-pixel height reduction from the **Fullscreen** mode can cause integer scaling to use a smaller scale factor than expected." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:348 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:352 msgid "Common use case scenarios" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:350 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:354 msgid "The following settings are recommended to support multiple resolutions and aspect ratios well." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:354 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:358 msgid "Desktop game" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:356 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:360 msgid "**Non-pixel art:**" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:358 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:362 msgid "Set the base window width to ``1920`` and window height to ``1080``. If you have a display smaller than 1920×1080, set **Window Width Override** and **Window Height Override** to lower values to make the window smaller when the project starts." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:361 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:365 msgid "Alternatively, if you're targeting high-end devices primarily, set the base window width to ``3840`` and window height to ``2160``. This allows you to provide higher resolution 2D assets, resulting in crisper visuals at the cost of higher memory usage and file sizes. Note that this will make non-mipmapped textures grainy on low resolution devices, so make sure to follow the instructions described in :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:368 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:414 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:441 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:372 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:418 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:445 msgid "Set the stretch mode to ``canvas_items``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:369 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:415 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:442 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:373 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:419 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:446 msgid "Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:371 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:417 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:444 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:375 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:421 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:448 msgid "Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:373 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:377 msgid "**Pixel art:**" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:375 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:379 msgid "Set the base window size to the viewport size you intend to use. Most pixel art games use viewport sizes between 256×224 and 640×480. 640×360 is a good baseline, as it scales to 1280×720, 1920×1080, 2560×1440, and 3840×2160 without any black bars when using integer scaling. Higher viewport sizes will require using higher resolution artwork, unless you intend to show more of the game world at a given time." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:381 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:385 msgid "Set the stretch mode to ``viewport``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:382 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:386 msgid "Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with black bars). As an alternative, you can set the stretch aspect to ``expand`` to support multiple aspect ratios." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:385 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:389 msgid "If using the ``expand`` stretch aspect, Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:387 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:391 msgid "Set the stretch scale mode to ``integer``. This prevents uneven pixel scaling from occurring, which makes pixel art not display as intended." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:392 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:396 msgid "The ``viewport`` stretch mode provides low-resolution rendering that is then stretched to the final window size. If you are OK with sprites being able to move or rotate in \"sub-pixel\" positions or wish to have a high resolution 3D viewport, you should use the ``canvas_items`` stretch mode instead of the ``viewport`` stretch mode." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:399 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:403 msgid "Mobile game in landscape mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:401 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:405 msgid "Godot is configured to use landscape mode by default. This means you don't need to change the display orientation project setting." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:404 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:408 msgid "Set the base window width to ``1280`` and window height to ``720``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:405 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:409 msgid "Alternatively, if you're targeting high-end devices primarily, set the base window width to ``1920`` and window height to ``1080``. This allows you to provide higher resolution 2D assets, resulting in crisper visuals at the cost of higher memory usage and file sizes. Many devices have even higher resolution displays (1440p), but the difference with 1080p is barely visible given the small size of smartphone displays. Note that this will make non-mipmapped textures grainy on low resolution devices, so make sure to follow the instructions described in :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:421 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:425 msgid "To better support tablets and foldable phones (which frequently feature displays with aspect ratios close to 4:3), consider using a base resolution that has a 4:3 aspect ratio while following the rest of the instructions here. For instance, you can set the base window width to ``1280`` and the base window height to ``960``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:428 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:432 msgid "Mobile game in portrait mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:430 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:434 msgid "Set the base window width to ``720`` and window height to ``1280``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:431 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:435 msgid "Alternatively, if you're targeting high-end devices primarily, set the base window width to ``1080`` and window height to ``1920``. This allows you to provide higher resolution 2D assets, resulting in crisper visuals at the cost of higher memory usage and file sizes. Many devices have even higher resolution displays (1440p), but the difference with 1080p is barely visible given the small size of smartphone displays. Note that this will make non-mipmapped textures grainy on low resolution devices, so make sure to follow the instructions described in :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:440 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:444 msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:448 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:452 msgid "To better support tablets and foldable phones (which frequently feature displays with aspect ratios close to 4:3), consider using a base resolution that has a 3:4 aspect ratio while following the rest of the instructions here. For instance, you can set the base window width to ``960`` and the base window height to ``1280``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:455 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:459 msgid "Non-game application" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:457 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:461 msgid "Set the base window width and height to the smallest window size that you intend to target. This is not required, but this ensures that you design your UI with small window sizes in mind." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:459 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:463 msgid "Keep the stretch mode to its default value, ``disabled``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:460 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:464 msgid "Keep the stretch aspect to its default value, ``ignore`` (its value won't be used since the stretch mode is ``disabled``)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:462 -msgid "You can define a minimum window size by setting ``OS.min_window_size`` in a script's ``_ready()`` function. This prevents the user from resizing the application below a certain size, which could break the UI layout." +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:466 +msgid "You can define a minimum window size by calling ``get_window().set_min_size()`` in a script's ``_ready()`` function. This prevents the user from resizing the application below a certain size, which could break the UI layout." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:468 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:472 msgid "Godot doesn't support manually overriding the 2D scale factor yet, so it is not possible to have hiDPI support in non-game applications. Due to this, it is recommended to leave **Allow Hidpi** disabled in non-game applications to allow for the OS to use its low-DPI fallback." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:474 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:478 msgid "hiDPI support" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:476 -msgid "By default, Godot projects aren't considered DPI-aware by the operating system. This is done to improve performance on low-end systems, since the operating system's DPI fallback scaling will be faster than letting the application scale itself (even when using the ``viewport`` stretch mode)." +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:480 +msgid "By default, Godot projects are considered DPI-aware by the operating system. This is controlled by the **Display > Window > Dpi > Allow Hidpi** project setting, which should be left enabled whenever possible. Disabling DPI awareness can break fullscreen behavior on Windows." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:481 -msgid "However, the OS-provided DPI fallback scaling doesn't play well with fullscreen mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the Project Settings." +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:485 +msgid "Since Godot projects are DPI-aware, they may appear at a very small window size when launching on an hiDPI display (proportionally to the screen resolution). For a game, the most common way to work around this issue is to make them fullscreen by default. Alternatively, you could set the window size in an :ref:`autoload `'s ``_ready()`` function according to the screen size." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:486 -msgid "**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all other platforms." +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:492 +msgid "To ensure 2D elements don't appear too small on hiDPI displays:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:491 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:494 +msgid "For games, use the ``canvas_items`` or ``viewport`` stretch modes so that 2D elements are automatically resized according to the current window size." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:496 +msgid "For non-game applications, use the ``disabled`` stretch mode and set the stretch scale to a value corresponding to the display scale factor in an :ref:`autoload `'s ``_ready()`` function. The display scale factor is set in the operating system's settings and can be queried using :ref:`screen_get_scale`. This method is currently only implemented on macOS. On other operating systems, you will need to implement a method to guess the display scale factor based on the screen resolution (with a setting to let the user override this if needed). This is the approach currently used by the Godot editor." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:506 +msgid "The **Allow Hidpi** setting is only effective on Windows and macOS. It's ignored on all other platforms." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:511 msgid "The Godot editor itself is always marked as DPI-aware. Running the project from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the Project Settings." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:498 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:518 msgid "Reducing aliasing on downsampling" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:500 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:520 msgid "If the game has a very high base resolution (e.g. 3840×2160), aliasing might appear when downsampling to something considerably lower like 1280×720." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:503 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:523 msgid "To resolve this, you can :ref:`enable mipmaps ` on all your 2D textures. However, enabling mipmaps will increase memory usage which can be an issue on low-end mobile devices." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:508 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:528 msgid "Handling aspect ratios" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:510 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:530 msgid "Once scaling for different resolutions is accounted for, make sure that your *user interface* also scales for different aspect ratios. This can be done using :ref:`anchors ` and/or :ref:`containers `." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:516 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:536 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:518 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:538 msgid "The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height** scaling mode (also called *Hor+*). This is usually the best value for desktop games and mobile games in landscape mode, as widescreen displays will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:523 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:543 msgid "However, if your 3D game is intended to be played in portrait mode, it may make more sense to use **Keep Width** instead (also called *Vert-*). This way, smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:529 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:549 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:531 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:551 msgid "Using multiple Viewport nodes, you can have different scales for various elements. For instance, you can use this to render the 3D world at a low resolution while keeping 2D elements at the native resolution. This can improve performance significantly while keeping the HUD and other 2D elements crisp." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:536 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:556 msgid "This is done by using the root Viewport node only for 2D elements, then creating a Viewport node to display the 3D world and displaying it using a SubViewportContainer or TextureRect node. There will effectively be two viewports in the final project. One upside of using TextureRect over SubViewportContainer is that it allows enable linear filtering. This makes scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:543 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:563 msgid "See the `3D viewport scaling demo `__ for examples." msgstr "" diff --git a/sphinx/templates/tutorials/rendering/viewports.pot b/sphinx/templates/tutorials/rendering/viewports.pot index 4380403a50..5c0fd217a2 100644 --- a/sphinx/templates/tutorials/rendering/viewports.pot +++ b/sphinx/templates/tutorials/rendering/viewports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_basics.pot index f3ec9d13c0..db548eacc4 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_collections.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_collections.pot index 6405c9acc4..c44679169d 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_collections.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_collections.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -598,7 +598,6 @@ msgstr "" msgid "!RecursiveEqual" msgstr "" -#: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:167 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:167 msgid "operator +" msgstr "" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_differences.pot index b4ec87a5c8..cf4cec3600 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_exports.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_exports.pot index ac0cf94aff..ef10fb5bc2 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_exports.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_exports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_features.pot index 341c349499..5e3fc8098f 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_global_classes.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_global_classes.pot index f7f07ebdb1..e3826b85a4 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_global_classes.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_global_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_signals.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_signals.pot index 20f498f13a..331985771b 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_signals.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_style_guide.pot index 8cf5ea05c5..f845f129ae 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_variant.pot b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_variant.pot index 48ce024a46..2231ac05b6 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_variant.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/c_sharp_variant.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0001.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0001.pot index a45a96b73b..f238ed2a9f 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0001.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0001.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0002.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0002.pot index 264ef131dd..5958d930f5 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0002.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0002.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0101.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0101.pot index 4bd8cc01bc..9f14b34877 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0101.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0101.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0102.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0102.pot index b88e3f7ff2..e463c8d5c3 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0102.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0102.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0103.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0103.pot index 1cdf175ed4..d2d650b70c 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0103.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0103.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0104.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0104.pot index f93ead56f2..ef3b8ba7e5 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0104.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0104.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0105.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0105.pot index 638c37513b..34e5faeaf6 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0105.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0105.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0106.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0106.pot index 7aaad31f0c..0bcaf23a8d 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0106.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0106.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0107.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0107.pot index 492c54fa3a..71b445315c 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0107.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0107.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0201.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0201.pot index b66cb7df0d..8daaa8e434 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0201.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0201.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0202.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0202.pot index 537ac2225a..13f5c4c6a3 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0202.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0202.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0203.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0203.pot index 6087b53ed3..e366b5da69 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0203.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0203.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0301.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0301.pot index c6442313b2..64591fddbf 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0301.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0301.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0302.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0302.pot index 88b2abb060..241212ed07 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0302.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0302.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0303.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0303.pot index 3cc9ce15d1..028d3783f9 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0303.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0303.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0401.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0401.pot index 879ff64fcc..ccb6d51e1f 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0401.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0401.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0402.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0402.pot index 18657ebf04..b02fe48776 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0402.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0402.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/index.pot b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/index.pot index 6c31bd286c..9af156ee39 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/index.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/diagnostics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/c_sharp/index.pot b/sphinx/templates/tutorials/scripting/c_sharp/index.pot index 3dff1e5848..79f9ac6540 100644 --- a/sphinx/templates/tutorials/scripting/c_sharp/index.pot +++ b/sphinx/templates/tutorials/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/change_scenes_manually.pot b/sphinx/templates/tutorials/scripting/change_scenes_manually.pot index 5f6ee55fa1..c10a1731ba 100644 --- a/sphinx/templates/tutorials/scripting/change_scenes_manually.pot +++ b/sphinx/templates/tutorials/scripting/change_scenes_manually.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "Change scenes manually" msgstr "" #: ../../docs/tutorials/scripting/change_scenes_manually.rst:6 -msgid "Sometimes it helps to have more control over how one swaps scenes around. As mentioned above, a :ref:`Viewport `'s child nodes will render to the image it generates. This holds true even for nodes outside of the \"current\" scene. Autoloads fall into this category, but so do scenes which one instances and adds to the tree at runtime:" +msgid "Sometimes it helps to have more control over how one swaps scenes around. A :ref:`Viewport `'s child nodes will render to the image it generates, this holds true even for nodes outside of the \"current\" scene. Autoloads fall into this category, but so do scenes which one instances and adds to the tree at runtime:" msgstr "" #: ../../docs/tutorials/scripting/change_scenes_manually.rst:38 diff --git a/sphinx/templates/tutorials/scripting/creating_script_templates.pot b/sphinx/templates/tutorials/scripting/creating_script_templates.pot index 1532389b81..343186d7e4 100644 --- a/sphinx/templates/tutorials/scripting/creating_script_templates.pot +++ b/sphinx/templates/tutorials/scripting/creating_script_templates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,214 +61,214 @@ msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" msgstr "" #: ../../docs/tutorials/scripting/creating_script_templates.rst:36 -msgid "If no ``script_templates`` is detected, Godot will create a default set of built-in templates automatically, so this logic can be used to reset the default templates in case you've accidentally overwritten them." -msgstr "" - -#: ../../docs/tutorials/scripting/creating_script_templates.rst:41 -msgid "Project-defined templates" +msgid "If you're getting Godot from somewhere other than the official website, such as Steam, the folder might be in a different location. You can find it using the Godot editor. Go to ``Editor > Open Editor Data/Settings Folder`` and it will open a folder in your file browser, inside that folder is the ``script_templates`` folder." msgstr "" #: ../../docs/tutorials/scripting/creating_script_templates.rst:43 +msgid "Project-defined templates" +msgstr "" + +#: ../../docs/tutorials/scripting/creating_script_templates.rst:45 msgid "The default path to search for templates is the ``res://script_templates/`` directory. The path can be changed by configuring the ``editor/script_templates_search_path`` setting in the :ref:`ProjectSettings `, both via code and the editor." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:48 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:50 msgid "If no ``script_templates`` directory is found within a project, it is simply ignored." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:52 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:54 msgid "Template organization and naming" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:54 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:56 msgid "Both editor and project defined templates are organized in the following way:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:60 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:62 msgid "where:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:62 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:64 msgid "``template_path`` is one of the 2 locations discussed in the previous two sections" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:64 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:66 msgid "``node_type`` is the node it will apply to (for example, :ref:`Node `, or :ref:`CharacterBody3D `)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:66 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:68 msgid "``file`` is the custom name you can chose for the template (for example: ``platformer_movement`` or ``smooth_camera``)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:68 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:70 msgid "``extension``: will indicate which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:70 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:72 msgid "For example:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:72 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:74 msgid "``template_scripts/Node/smooth_camera.gd``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:73 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:75 msgid "``template_scripts/CharacterBody3D/platformer_movement.gd``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:77 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:79 msgid "Default behaviour and overriding it" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:79 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:81 msgid "By default:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:81 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:83 msgid "the template's name is the same as the file name (minus the extension, prettyfied)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:83 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:85 msgid "the description is empty" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:85 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:87 msgid "the space indent is set to 4" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:87 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:89 msgid "the template will not be set as the default for the given node" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:90 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:92 msgid "It is possible to customize this behaviour by adding meta headers at the start of your file, like this:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:110 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:112 msgid "In this case, the name will be set to \"Platformer movement\", with the given custom description, and it will be set as the default template for the node in which directory it has been saved." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:113 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:115 msgid "This is an example of utilizing custom templates at editor and project level:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:117 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:119 msgid "The script templates have the same extension as the regular script files. This may lead to an issue of a script parser treating those templates as actual scripts within a project. To avoid this, make sure to ignore the directory containing them by creating an empty ``.gdignore`` file. The directory won't be visible throughout the project's filesystem anymore, yet the templates can be modified by an external text editor anytime." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:126 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:128 msgid "By default, every C# file inside the project directory is included in the compilation. Script templates must be manually excluded from the C# project to avoid build errors. See `Exclude files from the build `_ in the Microsoft documentation." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:130 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:132 msgid "It is possible to create editor-level templates that have the same level as a project-specific templates, and also that have the same name as a built-in one, all will be shown on the new script dialog." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:135 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:137 msgid "Default template" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:137 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:139 msgid "To override the default template, create a custom template at editor or project level inside a ``Node`` directory (or a more specific type, if only a subtype wants to be overridden) and start the file with the ``meta-default: true`` header." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:141 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:143 msgid "Only one template can be set as default at the same time for the same node type." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:143 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:145 msgid "The ``Default`` templates for basic Nodes, for both GDScript and C#, are shown here so you can use these as the base for creating other templates:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:185 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:187 msgid "The Godot editor provides a set of useful built-in node-specific templates, such as ``basic_movement`` for both :ref:`CharacterBody2D ` and :ref:`CharacterBody3D ` and ``plugin`` for :ref:`EditorPlugin `." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:191 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:193 msgid "List of template placeholders" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:193 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:195 msgid "The following describes the complete list of built-in template placeholders which are currently implemented." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:197 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:199 msgid "Base placeholders" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:200 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 msgid "Placeholder" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:200 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 msgid "Description" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 msgid "``_BINDINGS_NAMESPACE_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 msgid "The name of the Godot namespace (used in C# only)." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 msgid "``_CLASS_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 -msgid "The name of the new class (used in C# only)." +#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 +msgid "The name of the new class." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 msgid "``_BASE_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 msgid "The base type a new script inherits from." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:210 msgid "``_TS_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:210 msgid "Indentation placeholder. The exact type and number of whitespace characters used for indentation is determined by the ``text_editor/indent/type`` and ``text_editor/indent/size`` settings in the :ref:`EditorSettings ` respectively. Can be overridden by the ``meta-space-indent`` header on the template." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:218 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:220 msgid "Type placeholders" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:220 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:222 msgid "There used to be, in Godot 3.x, placeholders for GDScript type hints that would get replaced whenever a template was used to create a new script, such as: ``%INT_TYPE%``, ``%STRING_TYPE%``, ``%FLOAT_TYPE%`` or ``%VOID_RETURN%``." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:224 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:226 msgid "The placeholders no longer work for Godot 4.x, but if the setting ``text_editor/completion/add_type_hints`` from :ref:`EditorSettings ` is disabled, type hints for parameters and return types will be automatically removed for a few base types:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:230 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:232 msgid "``int``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:231 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:233 msgid "``String``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:232 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:234 msgid "``Array[String]``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:233 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:235 msgid "``float``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:234 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:236 msgid "``void``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:235 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:237 msgid "``:=`` will be transformed into ``=``" msgstr "" diff --git a/sphinx/templates/tutorials/scripting/cross_language_scripting.pot b/sphinx/templates/tutorials/scripting/cross_language_scripting.pot index 7e11b53397..67314aa1ec 100644 --- a/sphinx/templates/tutorials/scripting/cross_language_scripting.pot +++ b/sphinx/templates/tutorials/scripting/cross_language_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/debug/custom_performance_monitors.pot b/sphinx/templates/tutorials/scripting/debug/custom_performance_monitors.pot index eac85c8134..5f28fcdf69 100644 --- a/sphinx/templates/tutorials/scripting/debug/custom_performance_monitors.pot +++ b/sphinx/templates/tutorials/scripting/debug/custom_performance_monitors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -68,7 +68,6 @@ msgstr "" msgid "To visualize the graph created from this custom performance monitor, run the project, switch to the editor while the project is running and open **Debugger > Monitors** at the bottom of the editor window. Scroll down to the newly available **Game** section and check **Enemies**. You should see a graph appearing as follows:" msgstr "" -#: ../../docs/tutorials/scripting/debug/custom_performance_monitors.rst:98 #: ../../docs/tutorials/scripting/debug/custom_performance_monitors.rst:98 msgid "Example editor graph from a custom performance monitor" msgstr "" diff --git a/sphinx/templates/tutorials/scripting/debug/debugger_panel.pot b/sphinx/templates/tutorials/scripting/debug/debugger_panel.pot index f3527b094f..aa356d8968 100644 --- a/sphinx/templates/tutorials/scripting/debug/debugger_panel.pot +++ b/sphinx/templates/tutorials/scripting/debug/debugger_panel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -156,7 +156,6 @@ msgstr "" msgid "Visual Profiler is supported when using any rendering method (Forward+, Mobile or Compatibility), but the reported categories will vary depending on the current rendering method as well as the enabled graphics features. For example, when using Forward+, a simple 2D scene with shadow-casting lights will result in the following categories appearing:" msgstr "" -#: ../../docs/tutorials/scripting/debug/debugger_panel.rst:131 #: ../../docs/tutorials/scripting/debug/debugger_panel.rst:131 msgid "Example results from a 2D scene in the Visual Profiler" msgstr "" @@ -165,7 +164,6 @@ msgstr "" msgid "To give another example with Forward+, a 3D scene with shadow-casting lights and various effects enabled will result in the following categories enabled:" msgstr "" -#: ../../docs/tutorials/scripting/debug/debugger_panel.rst:139 #: ../../docs/tutorials/scripting/debug/debugger_panel.rst:139 msgid "Example results from a 3D scene in the Visual Profiler" msgstr "" diff --git a/sphinx/templates/tutorials/scripting/debug/index.pot b/sphinx/templates/tutorials/scripting/debug/index.pot index c3a1b9b4e0..c1e34ce23c 100644 --- a/sphinx/templates/tutorials/scripting/debug/index.pot +++ b/sphinx/templates/tutorials/scripting/debug/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/scripting/debug/overview_of_debugging_tools.pot index ac5f9ae971..a76f262cf9 100644 --- a/sphinx/templates/tutorials/scripting/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/scripting/debug/overview_of_debugging_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/debug/the_profiler.pot b/sphinx/templates/tutorials/scripting/debug/the_profiler.pot index cc6f9adbf9..319f81b7e3 100644 --- a/sphinx/templates/tutorials/scripting/debug/the_profiler.pot +++ b/sphinx/templates/tutorials/scripting/debug/the_profiler.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -85,7 +85,7 @@ msgid "**Physics time** is the time Godot took to update physics tasks, like `_p msgstr "" #: ../../docs/tutorials/scripting/debug/the_profiler.rst:62 -msgid "In Godot 3, **Frame Time** includes rendering time. Say you find a mysterious spike of lag in your game, but your physics and scripts are all running fast. The delay could be due to the appearance of particles or visual effects!" +msgid "**Frame Time** includes rendering time. Say you find a mysterious spike of lag in your game, but your physics and scripts are all running fast. The delay could be due to the appearance of particles or visual effects!" msgstr "" #: ../../docs/tutorials/scripting/debug/the_profiler.rst:67 diff --git a/sphinx/templates/tutorials/scripting/evaluating_expressions.pot b/sphinx/templates/tutorials/scripting/evaluating_expressions.pot index e9b626fb02..0be1b17d83 100644 --- a/sphinx/templates/tutorials/scripting/evaluating_expressions.pot +++ b/sphinx/templates/tutorials/scripting/evaluating_expressions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/filesystem.pot b/sphinx/templates/tutorials/scripting/filesystem.pot index 617c9ddd8c..f2ec9ab241 100644 --- a/sphinx/templates/tutorials/scripting/filesystem.pot +++ b/sphinx/templates/tutorials/scripting/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdextension/gdextension_cpp_example.pot b/sphinx/templates/tutorials/scripting/gdextension/gdextension_cpp_example.pot index 625502f1a2..0e944d759c 100644 --- a/sphinx/templates/tutorials/scripting/gdextension/gdextension_cpp_example.pot +++ b/sphinx/templates/tutorials/scripting/gdextension/gdextension_cpp_example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdextension/index.pot b/sphinx/templates/tutorials/scripting/gdextension/index.pot index d87600b9b5..4ed836829e 100644 --- a/sphinx/templates/tutorials/scripting/gdextension/index.pot +++ b/sphinx/templates/tutorials/scripting/gdextension/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdextension/what_is_gdextension.pot b/sphinx/templates/tutorials/scripting/gdextension/what_is_gdextension.pot index b21c5030c4..0dcf23d090 100644 --- a/sphinx/templates/tutorials/scripting/gdextension/what_is_gdextension.pot +++ b/sphinx/templates/tutorials/scripting/gdextension/what_is_gdextension.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/tutorials/scripting/gdscript/gdscript_advanced.pot index acaba89bdb..f1d9f89ef8 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/tutorials/scripting/gdscript/gdscript_basics.pot index d093358865..f94d172a20 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdscript/gdscript_documentation_comments.pot b/sphinx/templates/tutorials/scripting/gdscript/gdscript_documentation_comments.pot index c78525bde4..ca811d3c36 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/gdscript_documentation_comments.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/gdscript_documentation_comments.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -463,7 +463,6 @@ msgstr "" msgid "Multiline preformatted block" msgstr "" -#: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:279 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:279 msgid "*See below.*" msgstr "" diff --git a/sphinx/templates/tutorials/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/tutorials/scripting/gdscript/gdscript_exports.pot index be797da27b..cb8b6671a6 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/gdscript_exports.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/gdscript_exports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/tutorials/scripting/gdscript/gdscript_format_string.pot index a51b097bc8..c3d4886109 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/tutorials/scripting/gdscript/gdscript_styleguide.pot index d91425449c..e29e1d255d 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdscript/index.pot b/sphinx/templates/tutorials/scripting/gdscript/index.pot index 11ff1e15d4..7319c65100 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/index.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/gdscript/static_typing.pot b/sphinx/templates/tutorials/scripting/gdscript/static_typing.pot index 3897f14f2f..f239b7f30f 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -64,7 +64,7 @@ msgstr "" msgid "You've probably encountered a lack of autocomplete suggestions after a dot:" msgstr "" -#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:None +#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:-1 msgid "Completion options for dynamic typed code." msgstr "" @@ -72,7 +72,7 @@ msgstr "" msgid "This is due to dynamic code. Godot cannot know what value type you're passing to the function. If you write the type explicitly however, you will get all methods, properties, constants, etc. from the value:" msgstr "" -#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:None +#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:-1 msgid "Completion options for static typed code." msgstr "" diff --git a/sphinx/templates/tutorials/scripting/gdscript/warning_system.pot b/sphinx/templates/tutorials/scripting/gdscript/warning_system.pot index 3f8eac010a..6e26ab2e3d 100644 --- a/sphinx/templates/tutorials/scripting/gdscript/warning_system.pot +++ b/sphinx/templates/tutorials/scripting/gdscript/warning_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/groups.pot b/sphinx/templates/tutorials/scripting/groups.pot index f4dd67e72c..5611b4ae62 100644 --- a/sphinx/templates/tutorials/scripting/groups.pot +++ b/sphinx/templates/tutorials/scripting/groups.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/how_to_read_the_godot_api.pot b/sphinx/templates/tutorials/scripting/how_to_read_the_godot_api.pot index 790db86068..c2be79699c 100644 --- a/sphinx/templates/tutorials/scripting/how_to_read_the_godot_api.pot +++ b/sphinx/templates/tutorials/scripting/how_to_read_the_godot_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/idle_and_physics_processing.pot b/sphinx/templates/tutorials/scripting/idle_and_physics_processing.pot index b1e35c4207..356294c1db 100644 --- a/sphinx/templates/tutorials/scripting/idle_and_physics_processing.pot +++ b/sphinx/templates/tutorials/scripting/idle_and_physics_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/index.pot b/sphinx/templates/tutorials/scripting/index.pot index 2e885f26b2..cbf1d3a218 100644 --- a/sphinx/templates/tutorials/scripting/index.pot +++ b/sphinx/templates/tutorials/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/instancing_with_signals.pot b/sphinx/templates/tutorials/scripting/instancing_with_signals.pot index ee2e0fa83c..8dbec81e75 100644 --- a/sphinx/templates/tutorials/scripting/instancing_with_signals.pot +++ b/sphinx/templates/tutorials/scripting/instancing_with_signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/scripting/instancing_with_signals.rst:1 +#: ../../docs/tutorials/scripting/instancing_with_signals.rst:-1 msgid "Signal" msgstr "" diff --git a/sphinx/templates/tutorials/scripting/nodes_and_scene_instances.pot b/sphinx/templates/tutorials/scripting/nodes_and_scene_instances.pot index 8a4d8f0fe8..7912d827a6 100644 --- a/sphinx/templates/tutorials/scripting/nodes_and_scene_instances.pot +++ b/sphinx/templates/tutorials/scripting/nodes_and_scene_instances.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/overridable_functions.pot b/sphinx/templates/tutorials/scripting/overridable_functions.pot index 985197fe07..2f939de9b2 100644 --- a/sphinx/templates/tutorials/scripting/overridable_functions.pot +++ b/sphinx/templates/tutorials/scripting/overridable_functions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/pausing_games.pot b/sphinx/templates/tutorials/scripting/pausing_games.pot index 4eaf0e00ce..bfb2f70886 100644 --- a/sphinx/templates/tutorials/scripting/pausing_games.pot +++ b/sphinx/templates/tutorials/scripting/pausing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/resources.pot b/sphinx/templates/tutorials/scripting/resources.pot index 9acfaf7b23..6fbe2db364 100644 --- a/sphinx/templates/tutorials/scripting/resources.pot +++ b/sphinx/templates/tutorials/scripting/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -153,7 +153,7 @@ msgid "Creating your own resources" msgstr "" #: ../../docs/tutorials/scripting/resources.rst:160 -msgid "Like any Object in Godot, users can also script Resources. Resource scripts inherit the ability to freely translate between object properties and serialized text or binary data (\\*.tres, \\*.res). They also inherit the reference-counting memory management from the Reference type." +msgid "Like any Object in Godot, users can also script Resources. Resource scripts inherit the ability to freely translate between object properties and serialized text or binary data (\\*.tres, \\*.res). They also inherit the reference-counting memory management from the RefCounted type." msgstr "" #: ../../docs/tutorials/scripting/resources.rst:165 diff --git a/sphinx/templates/tutorials/scripting/scene_tree.pot b/sphinx/templates/tutorials/scripting/scene_tree.pot index 67bdc9a67b..9f7e1b0204 100644 --- a/sphinx/templates/tutorials/scripting/scene_tree.pot +++ b/sphinx/templates/tutorials/scripting/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/scene_unique_nodes.pot b/sphinx/templates/tutorials/scripting/scene_unique_nodes.pot index 70d10d7527..95d6e7d75d 100644 --- a/sphinx/templates/tutorials/scripting/scene_unique_nodes.pot +++ b/sphinx/templates/tutorials/scripting/scene_unique_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/scripting/singletons_autoload.pot b/sphinx/templates/tutorials/scripting/singletons_autoload.pot index 98ae150290..0c133e1952 100644 --- a/sphinx/templates/tutorials/scripting/singletons_autoload.pot +++ b/sphinx/templates/tutorials/scripting/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,82 +97,78 @@ msgid "Here you can add any number of scenes or scripts. Each entry in the list msgstr "" #: ../../docs/tutorials/scripting/singletons_autoload.rst:76 -msgid "This means that any node can access a singleton named \"PlayerVariables\" with:" +msgid "If the **Enable** column is checked (which is the default), then the singleton can be accessed directly in GDScript:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:89 -msgid "If the **Enable** column is checked (which is the default), then the singleton can be accessed directly in GDScript, without requiring ``get_node()``:" -msgstr "" - -#: ../../docs/tutorials/scripting/singletons_autoload.rst:97 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:84 msgid "Note that autoload objects (scripts and/or scenes) are accessed just like any other node in the scene tree. In fact, if you look at the running scene tree, you'll see the autoloaded nodes appear:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:105 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:92 msgid "Autoloads must **not** be removed using ``free()`` or ``queue_free()`` at runtime, or the engine will crash." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:109 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:96 msgid "Custom scene switcher" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:111 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:98 msgid "This tutorial will demonstrate building a scene switcher using autoloads. For basic scene switching, you can use the :ref:`SceneTree.change_scene_to_file() ` method (see :ref:`doc_scene_tree` for details). However, if you need more complex behavior when changing scenes, this method provides more functionality." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:117 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:104 msgid "To begin, download the template from here: `singleton_autoload_starter.zip `_ and open it in Godot." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:121 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:108 msgid "The project contains two scenes: ``scene_1.tscn`` and ``scene_2.tscn``. Each scene contains a label displaying the scene name and a button with its ``pressed()`` signal connected. When you run the project, it starts in ``scene_1.tscn``. However, pressing the button does nothing." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:127 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:114 msgid "Creating the script" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:129 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:116 msgid "Open the **Script** window and create a new script called ``global.gd``. Make sure it inherits from ``Node``:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:134 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:121 msgid "The next step is to add this script to the autoLoad list. Open **Project > Project Settings** from the menu, switch to the **Autoload** tab and select the script by clicking the browse button or typing its path: ``res://global.gd``. Press **Add** to add it to the autoload list:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:141 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:128 msgid "Now whenever we run any scene in the project, this script will always be loaded." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:143 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:130 msgid "Returning to the script, it needs to fetch the current scene in the `_ready()` function. Both the current scene (the one with the button) and ``global.gd`` are children of root, but autoloaded nodes are always first. This means that the last child of root is always the loaded scene." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:174 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:161 msgid "Now we need a function for changing the scene. This function needs to free the current scene and replace it with the requested one." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:243 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:230 msgid "Using :ref:`Object.call_deferred() `, the second function will only run once all code from the current scene has completed. Thus, the current scene will not be removed while it is still being used (i.e. its code is still running)." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:248 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:235 msgid "Finally, we need to fill the empty callback functions in the two scenes:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:268 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:255 msgid "and" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:288 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:275 msgid "Run the project and test that you can switch between scenes by pressing the button." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:293 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:280 msgid "When scenes are small, the transition is instantaneous. However, if your scenes are more complex, they may take a noticeable amount of time to appear. To learn how to handle this, see the next tutorial: :ref:`doc_background_loading`." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:297 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:284 msgid "Alternatively, if the loading time is relatively short (less than 3 seconds or so), you can display a \"loading plaque\" by showing some kind of 2D element just before changing the scene. You can then hide it just after the scene is changed. This can be used to indicate to the player that a scene is being loaded." msgstr "" diff --git a/sphinx/templates/tutorials/shaders/advanced_postprocessing.pot b/sphinx/templates/tutorials/shaders/advanced_postprocessing.pot index a68abc3e48..8642785722 100644 --- a/sphinx/templates/tutorials/shaders/advanced_postprocessing.pot +++ b/sphinx/templates/tutorials/shaders/advanced_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,119 +28,115 @@ msgstr "" msgid "This tutorial describes an advanced method for post-processing in Godot. In particular, it will explain how to write a post-processing shader that uses the depth buffer. You should already be familiar with post-processing generally and, in particular, with the methods outlined in the :ref:`custom post-processing tutorial `." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:14 -msgid "In the previous post-processing tutorial, we rendered the scene to a :ref:`Viewport ` and then rendered the Viewport in a :ref:`SubViewportContainer ` to the main scene. One limitation of this method is that we could not access the depth buffer because the depth buffer is only available in shaders and Viewports do not maintain depth information." -msgstr "" - -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:21 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:15 msgid "Full screen quad" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:23 -msgid "In the :ref:`custom post-processing tutorial `, we covered how to use a Viewport to make custom post-processing effects. There are two main drawbacks of using a Viewport:" +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:17 +msgid "One way to make custom post-processing effects is by using a viewport. However, there are two main drawbacks of using a Viewport:" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:27 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:20 msgid "The depth buffer cannot be accessed" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:28 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:21 msgid "The effect of the post-processing shader is not visible in the editor" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:30 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:23 msgid "To get around the limitation on using the depth buffer, use a :ref:`MeshInstance3D ` with a :ref:`QuadMesh ` primitive. This allows us to use a shader and to access the depth texture of the scene. Next, use a vertex shader to make the quad cover the screen at all times so that the post-processing effect will be applied at all times, including in the editor." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:36 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:29 msgid "First, create a new MeshInstance3D and set its mesh to a QuadMesh. This creates a quad centered at position ``(0, 0, 0)`` with a width and height of ``1``. Set the width and height to ``2`` and enable **Flip Faces**. Right now, the quad occupies a position in world space at the origin. However, we want it to move with the camera so that it always covers the entire screen. To do this, we will bypass the coordinate transforms that translate the vertex positions through the difference coordinate spaces and treat the vertices as if they were already in clip space." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:45 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:38 msgid "The vertex shader expects coordinates to be output in clip space, which are coordinates ranging from ``-1`` at the left and bottom of the screen to ``1`` at the top and right of the screen. This is why the QuadMesh needs to have height and width of ``2``. Godot handles the transform from model to view space to clip space behind the scenes, so we need to nullify the effects of Godot's transformations. We do this by setting the ``POSITION`` built-in to our desired position. ``POSITION`` bypasses the built-in transformations and sets the vertex position directly." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:61 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:54 msgid "Even with this vertex shader, the quad keeps disappearing. This is due to frustum culling, which is done on the CPU. Frustum culling uses the camera matrix and the AABBs of Meshes to determine if the Mesh will be visible *before* passing it to the GPU. The CPU has no knowledge of what we are doing with the vertices, so it assumes the coordinates specified refer to world positions, not clip space positions, which results in Godot culling the quad when we turn away from the center of the scene. In order to keep the quad from being culled, there are a few options:" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:69 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:62 msgid "Add the QuadMesh as a child to the camera, so the camera is always pointed at it" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:70 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:63 msgid "Set the Geometry property ``extra_cull_margin`` as large as possible in the QuadMesh" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:72 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:65 msgid "The second option ensures that the quad is visible in the editor, while the first option guarantees that it will still be visible even if the camera moves outside the cull margin. You can also use both options." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:77 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:70 msgid "Depth texture" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:79 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:72 msgid "To read from the depth texture, we first need to create a texture uniform set to the depth buffer by using ``hint_depth_texture``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:86 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:79 msgid "Once defined, the depth texture can be read with the ``texture()`` function." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:92 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:85 msgid "Similar to accessing the screen texture, accessing the depth texture is only possible when reading from the current viewport. The depth texture cannot be accessed from another viewport to which you have rendered." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:96 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:89 msgid "The values returned by ``depth_texture`` are between ``0.0`` and ``1.0`` and are nonlinear. When displaying depth directly from the ``depth_texture``, everything will look almost white unless it is very close. This is because the depth buffer stores objects closer to the camera using more bits than those further, so most of the detail in depth buffer is found close to the camera. In order to make the depth value align with world or model coordinates, we need to linearize the value. When we apply the projection matrix to the vertex position, the z value is made nonlinear, so to linearize it, we multiply it by the inverse of the projection matrix, which in Godot, is accessible with the variable ``INV_PROJECTION_MATRIX``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:106 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:99 msgid "Firstly, take the screen space coordinates and transform them into normalized device coordinates (NDC). NDC run ``-1.0`` to ``1.0`` in ``x`` and ``y`` directions and from ``0.0`` to ``1.0`` in the ``z`` direction when using the Vulkan backend. Reconstruct the NDC using ``SCREEN_UV`` for the ``x`` and ``y`` axis, and the depth value for ``z``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:114 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:107 msgid "This tutorial assumes the use of the Vulkan renderer, which uses NDCs with a Z-range of ``[0.0, 1.0]``. In contrast, OpenGL uses NDCs with a Z-range of ``[-1.0, 1.0]``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:124 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:117 msgid "Convert NDC to view space by multiplying the NDC by ``INV_PROJECTION_MATRIX``. Recall that view space gives positions relative to the camera, so the ``z`` value will give us the distance to the point." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:137 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:130 msgid "Because the camera is facing the negative ``z`` direction, the position will have a negative ``z`` value. In order to get a usable depth value, we have to negate ``view.z``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:140 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:133 msgid "The world position can be constructed from the depth buffer using the following code. Note that the ``INV_VIEW_MATRIX`` is needed to transform the position from view space into world space, so it needs to be passed to the fragment shader with a varying." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:159 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:152 msgid "An optimization" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:161 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:154 msgid "You can benefit from using a single large triangle rather than using a full screen quad. The reason for this is explained `here `_. However, the benefit is quite small and only beneficial when running especially complex fragment shaders." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:166 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:159 msgid "Set the Mesh in the MeshInstance3D to an :ref:`ArrayMesh `. An ArrayMesh is a tool that allows you to easily construct a Mesh from Arrays for vertices, normals, colors, etc." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:170 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:163 msgid "Now, attach a script to the MeshInstance3D and use the following code:" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:192 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:185 msgid "The triangle is specified in normalized device coordinates. Recall, NDC run from ``-1.0`` to ``1.0`` in both the ``x`` and ``y`` directions. This makes the screen ``2`` units wide and ``2`` units tall. In order to cover the entire screen with a single triangle, use a triangle that is ``4`` units wide and ``4`` units tall, double its height and width." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:199 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:192 msgid "Assign the same vertex shader from above and everything should look exactly the same." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:201 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:194 msgid "The one drawback to using an ArrayMesh over using a QuadMesh is that the ArrayMesh is not visible in the editor because the triangle is not constructed until the scene is run. To get around that, construct a single triangle Mesh in a modeling program and use that in the MeshInstance3D instead." msgstr "" diff --git a/sphinx/templates/tutorials/shaders/compute_shaders.pot b/sphinx/templates/tutorials/shaders/compute_shaders.pot index b872264fb4..4f148591d0 100644 --- a/sphinx/templates/tutorials/shaders/compute_shaders.pot +++ b/sphinx/templates/tutorials/shaders/compute_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/converting_glsl_to_godot_shaders.pot b/sphinx/templates/tutorials/shaders/converting_glsl_to_godot_shaders.pot index 926cc4efbf..a60d653a9c 100644 --- a/sphinx/templates/tutorials/shaders/converting_glsl_to_godot_shaders.pot +++ b/sphinx/templates/tutorials/shaders/converting_glsl_to_godot_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/custom_postprocessing.pot b/sphinx/templates/tutorials/shaders/custom_postprocessing.pot index 54c0a856d1..1518b47aca 100644 --- a/sphinx/templates/tutorials/shaders/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/shaders/custom_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/index.pot b/sphinx/templates/tutorials/shaders/index.pot index 3d937fffc8..5969a1724d 100644 --- a/sphinx/templates/tutorials/shaders/index.pot +++ b/sphinx/templates/tutorials/shaders/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/introduction_to_shaders.pot b/sphinx/templates/tutorials/shaders/introduction_to_shaders.pot index 67798acfb5..d3d6767570 100644 --- a/sphinx/templates/tutorials/shaders/introduction_to_shaders.pot +++ b/sphinx/templates/tutorials/shaders/introduction_to_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/making_trees.pot b/sphinx/templates/tutorials/shaders/making_trees.pot index 99e6e4d5ef..2cc6326b0b 100644 --- a/sphinx/templates/tutorials/shaders/making_trees.pot +++ b/sphinx/templates/tutorials/shaders/making_trees.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/screen-reading_shaders.pot b/sphinx/templates/tutorials/shaders/screen-reading_shaders.pot index bdad903a7a..934ed90a76 100644 --- a/sphinx/templates/tutorials/shaders/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shaders/screen-reading_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shader_materials.pot b/sphinx/templates/tutorials/shaders/shader_materials.pot index 54a0585d9b..a4cf69a576 100644 --- a/sphinx/templates/tutorials/shaders/shader_materials.pot +++ b/sphinx/templates/tutorials/shaders/shader_materials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/canvas_item_shader.pot b/sphinx/templates/tutorials/shaders/shader_reference/canvas_item_shader.pot index 6a61baabaa..307a283a28 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/canvas_item_shader.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/canvas_item_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/fog_shader.pot b/sphinx/templates/tutorials/shaders/shader_reference/fog_shader.pot index 4f6593707e..9547d4db0d 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/fog_shader.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/fog_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/index.pot b/sphinx/templates/tutorials/shaders/shader_reference/index.pot index 080b45e991..f7fa554b50 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/index.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/particle_shader.pot b/sphinx/templates/tutorials/shaders/shader_reference/particle_shader.pot index 7af655adbc..e9aecf462a 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/particle_shader.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/particle_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/shader_preprocessor.pot b/sphinx/templates/tutorials/shaders/shader_reference/shader_preprocessor.pot index fb5a417ecb..f98f08f7e4 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/shader_preprocessor.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/shader_preprocessor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/shading_language.pot b/sphinx/templates/tutorials/shaders/shader_reference/shading_language.pot index 775722e352..b13988eae5 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/shading_language.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/shading_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,7 +61,6 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:27 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:819 -#: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:819 msgid "**bool**" msgstr "" @@ -101,7 +100,6 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:831 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:833 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:835 -#: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:835 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:843 msgid "**int**" msgstr "" @@ -175,7 +173,6 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:51 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:851 -#: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:851 msgid "**float**" msgstr "" @@ -1131,7 +1128,6 @@ msgstr "" msgid "To create a global uniform, open the **Project Settings** then go to the **Shader Globals** tab. Specify a name for the uniform (case-sensitive) and a type, then click **Add** in the top-right corner of the dialog. You can then edit the value assigned to the uniform by clicking the value in the list of uniforms:" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:956 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:956 msgid "Adding a global uniform in the Shader Globals tab of the Project Settings" msgstr "" @@ -1188,7 +1184,6 @@ msgstr "" msgid "After saving the shader, you can change the per-instance uniform's value using the inspector:" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1053 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1053 msgid "Setting a per-instance uniform's value in the GeometryInstance3D section of the inspector" msgstr "" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/sky_shader.pot b/sphinx/templates/tutorials/shaders/shader_reference/sky_shader.pot index 7875b0bca9..f0712288fd 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/sky_shader.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/sky_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -102,7 +102,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:130 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:155 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:193 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:194 msgid "Description" msgstr "" @@ -151,7 +151,7 @@ msgid "There are 4 ``LIGHTX`` lights, accessed as ``LIGHT0``, ``LIGHT1``, ``LIGH msgstr "" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:155 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:193 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:194 msgid "Built-in" msgstr "" @@ -240,94 +240,94 @@ msgid "in float **LIGHTX_SIZE**" msgstr "" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:177 -msgid "Angular diameter of ``LIGHTX`` in the sky. Expressed in degrees. For reference, the sun from earth is about 0.5 degrees." +msgid "Angular diameter of ``LIGHTX`` in the sky. Expressed in radians. For reference, the sun from earth is about .0087 radians (0.5 degrees)." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:179 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:180 msgid "in float **PI**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:179 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:180 msgid "A ``PI`` constant (``3.141592``). A ratio of a circle's circumference to its diameter and amount of radians in half turn." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:182 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:183 msgid "in float **TAU**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:182 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:183 msgid "A ``TAU`` constant (``6.283185``). An equivalent of ``PI * 2`` and amount of radians in full turn." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:185 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:186 msgid "in float **E**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:185 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:186 msgid "A ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:190 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:191 msgid "Sky built-ins" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:195 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:196 msgid "in vec3 **EYEDIR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:195 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:196 msgid "Normalized direction of current pixel. Use this as your basic direction for procedural effects." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:197 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:198 msgid "in vec2 **SCREEN_UV**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:197 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:198 msgid "Screen UV coordinate for current pixel. Used to map a texture to the full screen." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:199 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:200 msgid "in vec2 **SKY_COORDS**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:199 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:200 msgid "Sphere UV. Used to map a panorama texture to the sky." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:201 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:202 msgid "in vec4 **HALF_RES_COLOR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:201 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:202 msgid "Color value of corresponding pixel from half resolution pass. Uses linear filter." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:203 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:204 msgid "in vec4 **QUARTER_RES_COLOR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:203 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:204 msgid "Color value of corresponding pixel from quarter resolution pass. Uses linear filter." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:205 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:206 msgid "out vec3 **COLOR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:205 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:206 msgid "Output color." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:207 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:208 msgid "out float **ALPHA**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:207 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:208 msgid "Output alpha value, can only be used in subpasses." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:209 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:210 msgid "out vec4 **FOG**" msgstr "" diff --git a/sphinx/templates/tutorials/shaders/shader_reference/spatial_shader.pot b/sphinx/templates/tutorials/shaders/shader_reference/spatial_shader.pot index 48d746176a..3058f65a6a 100644 --- a/sphinx/templates/tutorials/shaders/shader_reference/spatial_shader.pot +++ b/sphinx/templates/tutorials/shaders/shader_reference/spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/shaders_style_guide.pot b/sphinx/templates/tutorials/shaders/shaders_style_guide.pot index dd267ecaed..a17c6e7d86 100644 --- a/sphinx/templates/tutorials/shaders/shaders_style_guide.pot +++ b/sphinx/templates/tutorials/shaders/shaders_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "This style guide lists conventions to write elegant shaders. The goal is msgstr "" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:11 -msgid "Since the Godot shader language is close to C-style languages and GLSL, this guide is inspired by Godot's own GLSL formatting. You can view an example of a GLSL file in Godot's source code `here `__." +msgid "Since the Godot shader language is close to C-style languages and GLSL, this guide is inspired by Godot's own GLSL formatting. You can view examples of GLSL files in Godot's source code `here `__." msgstr "" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:16 diff --git a/sphinx/templates/tutorials/shaders/using_viewport_as_texture.pot b/sphinx/templates/tutorials/shaders/using_viewport_as_texture.pot index 2934d6cde6..df18df06eb 100644 --- a/sphinx/templates/tutorials/shaders/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/shaders/using_viewport_as_texture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/visual_shaders.pot b/sphinx/templates/tutorials/shaders/visual_shaders.pot index db1806db58..e88452db77 100644 --- a/sphinx/templates/tutorials/shaders/visual_shaders.pot +++ b/sphinx/templates/tutorials/shaders/visual_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -132,27 +132,22 @@ msgstr "" msgid "These ports are colored to differentiate type of port:" msgstr "" -#: ../../docs/tutorials/shaders/visual_shaders.rst:104 #: ../../docs/tutorials/shaders/visual_shaders.rst:104 msgid "scalar" msgstr "" -#: ../../docs/tutorials/shaders/visual_shaders.rst:105 #: ../../docs/tutorials/shaders/visual_shaders.rst:105 msgid "vector" msgstr "" -#: ../../docs/tutorials/shaders/visual_shaders.rst:106 #: ../../docs/tutorials/shaders/visual_shaders.rst:106 msgid "boolean" msgstr "" -#: ../../docs/tutorials/shaders/visual_shaders.rst:107 #: ../../docs/tutorials/shaders/visual_shaders.rst:107 msgid "transform" msgstr "" -#: ../../docs/tutorials/shaders/visual_shaders.rst:108 #: ../../docs/tutorials/shaders/visual_shaders.rst:108 msgid "sampler" msgstr "" diff --git a/sphinx/templates/tutorials/shaders/your_first_shader/index.pot b/sphinx/templates/tutorials/shaders/your_first_shader/index.pot index 9e6c3bb55d..11a0b7530e 100644 --- a/sphinx/templates/tutorials/shaders/your_first_shader/index.pot +++ b/sphinx/templates/tutorials/shaders/your_first_shader/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/your_first_shader/your_first_2d_shader.pot b/sphinx/templates/tutorials/shaders/your_first_shader/your_first_2d_shader.pot index eb504799e9..e8d4d93085 100644 --- a/sphinx/templates/tutorials/shaders/your_first_shader/your_first_2d_shader.pot +++ b/sphinx/templates/tutorials/shaders/your_first_shader/your_first_2d_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/your_first_shader/your_first_3d_shader.pot b/sphinx/templates/tutorials/shaders/your_first_shader/your_first_3d_shader.pot index a34e367323..d47873957a 100644 --- a/sphinx/templates/tutorials/shaders/your_first_shader/your_first_3d_shader.pot +++ b/sphinx/templates/tutorials/shaders/your_first_shader/your_first_3d_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shaders/your_first_shader/your_second_3d_shader.pot b/sphinx/templates/tutorials/shaders/your_first_shader/your_second_3d_shader.pot index 4f48932c1b..02c0a878f5 100644 --- a/sphinx/templates/tutorials/shaders/your_first_shader/your_second_3d_shader.pot +++ b/sphinx/templates/tutorials/shaders/your_first_shader/your_second_3d_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/troubleshooting.pot b/sphinx/templates/tutorials/troubleshooting.pot index 06b7557a76..a7cf441832 100644 --- a/sphinx/templates/tutorials/troubleshooting.pot +++ b/sphinx/templates/tutorials/troubleshooting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -144,7 +144,6 @@ msgstr "" msgid "The editor or project appears overly sharp or blurry" msgstr "" -#: ../../docs/tutorials/troubleshooting.rst:130 #: ../../docs/tutorials/troubleshooting.rst:130 msgid "Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)" msgstr "" diff --git a/sphinx/templates/tutorials/ui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/ui/bbcode_in_richtextlabel.pot index cdd3ad4f64..762c59f4b4 100644 --- a/sphinx/templates/tutorials/ui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/ui/bbcode_in_richtextlabel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,6 @@ msgstr "" msgid "Using RichTextLabel's ``[lb]`` and/or ``[rb]`` tags, we can replace the opening and/or closing brackets of any BBCode tag in a message with those escaped tags. This prevents users from using BBCode that will be parsed as tags – instead, the BBCode will be displayed as text." msgstr "" -#: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:106 #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:106 msgid "Example of unescaped user input resulting in BBCode injection (2nd line) and escaped user input (3rd line)" msgstr "" @@ -453,8 +452,6 @@ msgstr "" msgid "``[opentype_features={list}]``" msgstr "" -#: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 -#: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "``{text}``" msgstr "" @@ -1114,7 +1111,6 @@ msgstr "" msgid "You can extend the :ref:`class_RichTextEffect` resource type to create your own custom BBCode tags. Create a new script file that extends the :ref:`class_RichTextEffect` resource type and give the script a ``class_name`` so that the effect can be selected in the inspector. Add the ``@tool`` annotation to your GDScript file if you wish to have these custom effects run within the editor itself. The RichTextLabel does not need to have a script attached, nor does it need to be running in ``tool`` mode. The new effect can be registered in the Inspector by adding it to the **Markup > Custom Effects** array, or in code with the :ref:`install_effect() ` method:" msgstr "" -#: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:866 #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:866 msgid "Selecting a custom RichTextEffect after saving a script that extends RichTextEffect with a ``class_name``" msgstr "" diff --git a/sphinx/templates/tutorials/ui/control_node_gallery.pot b/sphinx/templates/tutorials/ui/control_node_gallery.pot index f4bda4e3ca..cb4a5d5880 100644 --- a/sphinx/templates/tutorials/ui/control_node_gallery.pot +++ b/sphinx/templates/tutorials/ui/control_node_gallery.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/custom_gui_controls.pot b/sphinx/templates/tutorials/ui/custom_gui_controls.pot index 96863a6e00..d3442d67ab 100644 --- a/sphinx/templates/tutorials/ui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/ui/custom_gui_controls.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/gui_containers.pot b/sphinx/templates/tutorials/ui/gui_containers.pot index 0c542bb64b..17c1d86f93 100644 --- a/sphinx/templates/tutorials/ui/gui_containers.pot +++ b/sphinx/templates/tutorials/ui/gui_containers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/gui_navigation.pot b/sphinx/templates/tutorials/ui/gui_navigation.pot index ef3b6e05ca..a2061939ba 100644 --- a/sphinx/templates/tutorials/ui/gui_navigation.pot +++ b/sphinx/templates/tutorials/ui/gui_navigation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/gui_skinning.pot b/sphinx/templates/tutorials/ui/gui_skinning.pot index c055dd5eb9..4d0edb69c7 100644 --- a/sphinx/templates/tutorials/ui/gui_skinning.pot +++ b/sphinx/templates/tutorials/ui/gui_skinning.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/gui_theme_type_variations.pot b/sphinx/templates/tutorials/ui/gui_theme_type_variations.pot index 3ec354c03d..3e145747ea 100644 --- a/sphinx/templates/tutorials/ui/gui_theme_type_variations.pot +++ b/sphinx/templates/tutorials/ui/gui_theme_type_variations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/gui_using_fonts.pot b/sphinx/templates/tutorials/ui/gui_using_fonts.pot index 264d582bd2..5843db8055 100644 --- a/sphinx/templates/tutorials/ui/gui_using_fonts.pot +++ b/sphinx/templates/tutorials/ui/gui_using_fonts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -120,7 +120,6 @@ msgstr "" msgid "The following import options can be used to import the above font image successfully:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:102 #: ../../docs/tutorials/ui/gui_using_fonts.rst:102 msgid "Import options to use for the above example font" msgstr "" @@ -190,7 +189,6 @@ msgstr "" msgid "To enable outline for a font on a given node, configure the theme overrides **Font Outline Color** and **Outline Size** in the inspector. The result should look like this:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:177 #: ../../docs/tutorials/ui/gui_using_fonts.rst:177 msgid "Font outline example" msgstr "" @@ -203,7 +201,6 @@ msgstr "" msgid "Support for font shadows is more limited: they are only available in :ref:`class_Label` and :ref:`class_RichTextLabel`. Additionally, font shadows always have a hard edge (but you can reduce their opacity to make them look more subtle). To enable font shadows on a given node, configure the **Font Shadow Color**, **Shadow Offset X**, and **Shadow Offset Y** theme overrides in a Label or RichTextLabel node accordingly:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:197 #: ../../docs/tutorials/ui/gui_using_fonts.rst:197 msgid "Configuring font shadow in a Label node" msgstr "" @@ -212,7 +209,6 @@ msgstr "" msgid "The result should look like this:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:205 #: ../../docs/tutorials/ui/gui_using_fonts.rst:205 msgid "Font shadow example" msgstr "" @@ -373,7 +369,6 @@ msgstr "" msgid "To enable MSDF rendering for a given font, select it in the FileSystem dock, go to the Import dock, enable **Multichannel Signed Distance Field**, then click **Reimport**:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:369 #: ../../docs/tutorials/ui/gui_using_fonts.rst:369 msgid "Enabling MSDF in the font's import options" msgstr "" @@ -402,7 +397,6 @@ msgstr "" msgid "For Godot to be able to display emoji, the font used (or one of its :ref:`fallbacks `) needs to include them. Otherwise, emoji won't be displayed and placeholder \"tofu\" characters will appear instead:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:393 #: ../../docs/tutorials/ui/gui_using_fonts.rst:393 msgid "Default appearance when trying to use emoji in a label" msgstr "" @@ -411,7 +405,6 @@ msgstr "" msgid "After adding a font to display emoji such as `Noto Color Emoji `__, you get the expected result:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:403 #: ../../docs/tutorials/ui/gui_using_fonts.rst:403 msgid "Correct appearance after adding an emoji font to the label" msgstr "" @@ -581,7 +574,6 @@ msgstr "" msgid "To allow bold and italic fonts to be displayed without having to ship additional fonts (or use a variable font that is larger in size), Godot supports *faux* bold and italic." msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:593 #: ../../docs/tutorials/ui/gui_using_fonts.rst:593 msgid "Faux bold/italic (top), real bold/italic (bottom). Normal font used: Open Sans SemiBold" msgstr "" @@ -891,7 +883,6 @@ msgstr "" msgid "Move to the **Pre-render Configurations** tab of the Advanced Import Settings dialog, then add a configuration by clicking the \"plus\" symbol:" msgstr "" -#: ../../docs/tutorials/ui/gui_using_fonts.rst:848 #: ../../docs/tutorials/ui/gui_using_fonts.rst:848 msgid "Adding a new prerendering configuration in the Advanced Import Settings dialog" msgstr "" diff --git a/sphinx/templates/tutorials/ui/gui_using_theme_editor.pot b/sphinx/templates/tutorials/ui/gui_using_theme_editor.pot index 57c0f2ca8e..08014fd005 100644 --- a/sphinx/templates/tutorials/ui/gui_using_theme_editor.pot +++ b/sphinx/templates/tutorials/ui/gui_using_theme_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/index.pot b/sphinx/templates/tutorials/ui/index.pot index ba255f4b8c..bd8838dced 100644 --- a/sphinx/templates/tutorials/ui/index.pot +++ b/sphinx/templates/tutorials/ui/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/ui/size_and_anchors.pot b/sphinx/templates/tutorials/ui/size_and_anchors.pot index 191fe6ec41..4f10acf5a6 100644 --- a/sphinx/templates/tutorials/ui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/ui/size_and_anchors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/basic_xr_locomotion.pot b/sphinx/templates/tutorials/xr/basic_xr_locomotion.pot index 66b2f2e687..c4f0df9d63 100644 --- a/sphinx/templates/tutorials/xr/basic_xr_locomotion.pot +++ b/sphinx/templates/tutorials/xr/basic_xr_locomotion.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/deploying_to_android.pot b/sphinx/templates/tutorials/xr/deploying_to_android.pot index 8ece22fbfe..145d0cf800 100644 --- a/sphinx/templates/tutorials/xr/deploying_to_android.pot +++ b/sphinx/templates/tutorials/xr/deploying_to_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/index.pot b/sphinx/templates/tutorials/xr/index.pot index 0dcd3b510a..1ee18ab397 100644 --- a/sphinx/templates/tutorials/xr/index.pot +++ b/sphinx/templates/tutorials/xr/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/introducing_xr_tools.pot b/sphinx/templates/tutorials/xr/introducing_xr_tools.pot index 461c21c780..1322d09e59 100644 --- a/sphinx/templates/tutorials/xr/introducing_xr_tools.pot +++ b/sphinx/templates/tutorials/xr/introducing_xr_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/openxr_hand_tracking.pot b/sphinx/templates/tutorials/xr/openxr_hand_tracking.pot index cece07d344..037bce9fb1 100644 --- a/sphinx/templates/tutorials/xr/openxr_hand_tracking.pot +++ b/sphinx/templates/tutorials/xr/openxr_hand_tracking.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/openxr_passthrough.pot b/sphinx/templates/tutorials/xr/openxr_passthrough.pot index d7b0b0574d..bde4f17a4e 100644 --- a/sphinx/templates/tutorials/xr/openxr_passthrough.pot +++ b/sphinx/templates/tutorials/xr/openxr_passthrough.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/setting_up_xr.pot b/sphinx/templates/tutorials/xr/setting_up_xr.pot index 6986222c06..65b959820c 100644 --- a/sphinx/templates/tutorials/xr/setting_up_xr.pot +++ b/sphinx/templates/tutorials/xr/setting_up_xr.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/xr/xr_action_map.pot b/sphinx/templates/tutorials/xr/xr_action_map.pot index 86e9ccc23b..1ecd428ebb 100644 --- a/sphinx/templates/tutorials/xr/xr_action_map.pot +++ b/sphinx/templates/tutorials/xr/xr_action_map.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -296,7 +296,7 @@ msgid "OpenXR defines a number of bindable input poses that are commonly availab msgstr "" #: ../../docs/tutorials/xr/xr_action_map.rst:204 -msgid "The aim pose on most controllers is positioned slightly infront of the controller and aims forward. This is a great pose to use for laser pointers or to align the muzzle of a weapon with." +msgid "The aim pose on most controllers is positioned slightly in front of the controller and aims forward. This is a great pose to use for laser pointers or to align the muzzle of a weapon with." msgstr "" #: ../../docs/tutorials/xr/xr_action_map.rst:206 diff --git a/sphinx/templates/tutorials/xr/xr_room_scale.pot b/sphinx/templates/tutorials/xr/xr_room_scale.pot index 53bdc6d515..67f638b589 100644 --- a/sphinx/templates/tutorials/xr/xr_room_scale.pot +++ b/sphinx/templates/tutorials/xr/xr_room_scale.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/weblate/docs.pot b/weblate/docs.pot index a2f6378526..3e943d75fe 100644 --- a/weblate/docs.pot +++ b/weblate/docs.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"POT-Creation-Date: 2024-05-10 15:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,32 +41,32 @@ msgstr "" msgid "Downloads" msgstr "" -#: ../../docs/index.rst:75 ../../docs/about/docs_changelog.rst:179 +#: ../../docs/index.rst:65 ../../docs/about/docs_changelog.rst:179 #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7 #: ../../docs/tutorials/scripting/gdscript/gdscript_advanced.rst:7 #: ../../docs/contributing/development/core_and_modules/variant_class.rst:7 msgid "About" msgstr "" -#: ../../docs/index.rst:89 +#: ../../docs/index.rst:79 #: ../../docs/tutorials/platform/android/android_in_app_purchases.rst:13 #: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:15 msgid "Getting started" msgstr "" -#: ../../docs/index.rst:104 +#: ../../docs/index.rst:94 msgid "Manual" msgstr "" -#: ../../docs/index.rst:138 +#: ../../docs/index.rst:128 msgid "Contributing" msgstr "" -#: ../../docs/index.rst:150 ../../docs/about/docs_changelog.rst:191 +#: ../../docs/index.rst:140 ../../docs/about/docs_changelog.rst:191 msgid "Community" msgstr "" -#: ../../docs/index.rst:161 +#: ../../docs/index.rst:151 msgid "Class reference" msgstr "" @@ -155,38 +155,14 @@ msgstr "" #: ../../docs/index.rst:54 msgid "" -"To browse the documentation offline, you can use the mirror of the " -"documentation hosted on `DevDocs `__. To enable " -"offline browsing on DevDocs, you need to:" +"To browse the documentation offline, you can `download an HTML copy `__ for offline reading (updated every Monday). " +"Extract the ZIP archive then open the top-level ``index.html`` in a web " +"browser." msgstr "" #: ../../docs/index.rst:58 -msgid "Click the three dots in the top-left corner, choose **Preferences**." -msgstr "" - -#: ../../docs/index.rst:59 -msgid "" -"Enable the desired version of the Godot documentation by checking the box " -"next to it in the sidebar." -msgstr "" - -#: ../../docs/index.rst:61 -msgid "Click the three dots in the top-left corner, choose **Offline data**." -msgstr "" - -#: ../../docs/index.rst:62 -msgid "Click the **Install** link next to the Godot documentation." -msgstr "" - -#: ../../docs/index.rst:64 -msgid "" -"You can also `download an HTML copy `__ for " -"offline reading (updated every Monday). Extract the ZIP archive then open " -"the top-level ``index.html`` in a web browser." -msgstr "" - -#: ../../docs/index.rst:68 msgid "" "For mobile devices or e-readers, you can also `download an ePub copy " "`." msgstr "" -#: ../../docs/about/system_requirements.rst:68 -#: ../../docs/about/system_requirements.rst:251 +#: ../../docs/about/system_requirements.rst:70 +#: ../../docs/about/system_requirements.rst:253 msgid "" "Vulkan drivers for these Windows versions are known to have issues with " "memory leaks. As a result, it's recommended to stick to the Compatibility " "rendering method when running Godot on an Windows version older than 10." msgstr "" -#: ../../docs/about/system_requirements.rst:73 -#: ../../docs/about/system_requirements.rst:256 +#: ../../docs/about/system_requirements.rst:75 +#: ../../docs/about/system_requirements.rst:258 msgid "Mobile device (smartphone/tablet) - Minimum" msgstr "" -#: ../../docs/about/system_requirements.rst:76 -#: ../../docs/about/system_requirements.rst:259 -msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" -msgstr "" - #: ../../docs/about/system_requirements.rst:78 #: ../../docs/about/system_requirements.rst:261 -msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" +msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" msgstr "" #: ../../docs/about/system_requirements.rst:80 -#: ../../docs/about/system_requirements.rst:156 -msgid "**iOS:** *Cannot run the editor*" +#: ../../docs/about/system_requirements.rst:263 +msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" msgstr "" #: ../../docs/about/system_requirements.rst:82 -#: ../../docs/about/system_requirements.rst:267 +#: ../../docs/about/system_requirements.rst:158 +msgid "**iOS:** *Cannot run the editor*" +msgstr "" + +#: ../../docs/about/system_requirements.rst:84 +#: ../../docs/about/system_requirements.rst:269 msgid "" "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" -#: ../../docs/about/system_requirements.rst:84 -#: ../../docs/about/system_requirements.rst:88 +#: ../../docs/about/system_requirements.rst:86 +#: ../../docs/about/system_requirements.rst:90 msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" msgstr "" -#: ../../docs/about/system_requirements.rst:86 -#: ../../docs/about/system_requirements.rst:271 +#: ../../docs/about/system_requirements.rst:88 +#: ../../docs/about/system_requirements.rst:273 msgid "" "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" -#: ../../docs/about/system_requirements.rst:90 -#: ../../docs/about/system_requirements.rst:275 +#: ../../docs/about/system_requirements.rst:92 +#: ../../docs/about/system_requirements.rst:277 msgid "" "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " "3.0 support" msgstr "" -#: ../../docs/about/system_requirements.rst:92 +#: ../../docs/about/system_requirements.rst:94 msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" msgstr "" -#: ../../docs/about/system_requirements.rst:94 +#: ../../docs/about/system_requirements.rst:96 msgid "**Native editor:** 3 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:95 +#: ../../docs/about/system_requirements.rst:97 msgid "**Web editor:** 6 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:101 +#: ../../docs/about/system_requirements.rst:103 msgid "" "**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" "Mobile), iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:103 +#: ../../docs/about/system_requirements.rst:105 msgid "" "**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" msgstr "" -#: ../../docs/about/system_requirements.rst:107 +#: ../../docs/about/system_requirements.rst:109 msgid "" "These are the **recommended** specifications to get a smooth experience with " "the Godot editor on a simple 2D or 3D project:" msgstr "" -#: ../../docs/about/system_requirements.rst:111 -#: ../../docs/about/system_requirements.rst:294 +#: ../../docs/about/system_requirements.rst:113 +#: ../../docs/about/system_requirements.rst:296 msgid "Desktop or laptop PC - Recommended" msgstr "" -#: ../../docs/about/system_requirements.rst:114 -#: ../../docs/about/system_requirements.rst:297 +#: ../../docs/about/system_requirements.rst:116 +#: ../../docs/about/system_requirements.rst:299 msgid "" "**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or " "more" msgstr "" -#: ../../docs/about/system_requirements.rst:116 -#: ../../docs/about/system_requirements.rst:299 +#: ../../docs/about/system_requirements.rst:118 +#: ../../docs/about/system_requirements.rst:301 msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" msgstr "" -#: ../../docs/about/system_requirements.rst:120 -#: ../../docs/about/system_requirements.rst:303 +#: ../../docs/about/system_requirements.rst:122 +#: ../../docs/about/system_requirements.rst:305 msgid "*Example: Intel Core i5-8500, Apple M1*" msgstr "" -#: ../../docs/about/system_requirements.rst:124 -#: ../../docs/about/system_requirements.rst:307 -msgid "" -"*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " -"overclocking*" -msgstr "" - #: ../../docs/about/system_requirements.rst:126 #: ../../docs/about/system_requirements.rst:309 msgid "" +"*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " +"overclocking*" +msgstr "" + +#: ../../docs/about/system_requirements.rst:128 +#: ../../docs/about/system_requirements.rst:311 +msgid "" "**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " "support" msgstr "" -#: ../../docs/about/system_requirements.rst:128 -#: ../../docs/about/system_requirements.rst:132 -#: ../../docs/about/system_requirements.rst:311 -#: ../../docs/about/system_requirements.rst:315 +#: ../../docs/about/system_requirements.rst:130 +#: ../../docs/about/system_requirements.rst:134 +#: ../../docs/about/system_requirements.rst:313 +#: ../../docs/about/system_requirements.rst:317 msgid "" "*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" msgstr "" -#: ../../docs/about/system_requirements.rst:130 -#: ../../docs/about/system_requirements.rst:313 +#: ../../docs/about/system_requirements.rst:132 +#: ../../docs/about/system_requirements.rst:315 msgid "" "**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" msgstr "" -#: ../../docs/about/system_requirements.rst:134 -#: ../../docs/about/system_requirements.rst:317 -msgid "" -"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " -"support" -msgstr "" - #: ../../docs/about/system_requirements.rst:136 #: ../../docs/about/system_requirements.rst:319 msgid "" -"*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" +"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " +"support" msgstr "" #: ../../docs/about/system_requirements.rst:138 +#: ../../docs/about/system_requirements.rst:321 +msgid "" +"*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" +msgstr "" + +#: ../../docs/about/system_requirements.rst:140 msgid "**Native editor:** 8 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:139 +#: ../../docs/about/system_requirements.rst:141 msgid "**Web editor:** 12 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:141 -#: ../../docs/about/system_requirements.rst:173 +#: ../../docs/about/system_requirements.rst:143 +#: ../../docs/about/system_requirements.rst:175 msgid "" "1.5 GB (used for the executable, project files, all export templates and " "cache)" msgstr "" -#: ../../docs/about/system_requirements.rst:143 +#: ../../docs/about/system_requirements.rst:145 msgid "" "**Native editor:** Windows 10, macOS 10.15, Linux distribution released " "after 2020" msgstr "" -#: ../../docs/about/system_requirements.rst:145 +#: ../../docs/about/system_requirements.rst:147 msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" -#: ../../docs/about/system_requirements.rst:149 -#: ../../docs/about/system_requirements.rst:332 +#: ../../docs/about/system_requirements.rst:151 +#: ../../docs/about/system_requirements.rst:334 msgid "Mobile device (smartphone/tablet) - Recommended" msgstr "" -#: ../../docs/about/system_requirements.rst:152 -#: ../../docs/about/system_requirements.rst:335 +#: ../../docs/about/system_requirements.rst:154 +#: ../../docs/about/system_requirements.rst:337 msgid "" "**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " "more" msgstr "" -#: ../../docs/about/system_requirements.rst:154 -#: ../../docs/about/system_requirements.rst:337 +#: ../../docs/about/system_requirements.rst:156 +#: ../../docs/about/system_requirements.rst:339 msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" msgstr "" -#: ../../docs/about/system_requirements.rst:158 -#: ../../docs/about/system_requirements.rst:343 +#: ../../docs/about/system_requirements.rst:160 +#: ../../docs/about/system_requirements.rst:345 msgid "" "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" -#: ../../docs/about/system_requirements.rst:160 -#: ../../docs/about/system_requirements.rst:164 -#: ../../docs/about/system_requirements.rst:168 +#: ../../docs/about/system_requirements.rst:162 +#: ../../docs/about/system_requirements.rst:166 +#: ../../docs/about/system_requirements.rst:170 msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" msgstr "" -#: ../../docs/about/system_requirements.rst:162 -#: ../../docs/about/system_requirements.rst:347 +#: ../../docs/about/system_requirements.rst:164 +#: ../../docs/about/system_requirements.rst:349 msgid "" "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" -#: ../../docs/about/system_requirements.rst:166 -#: ../../docs/about/system_requirements.rst:351 +#: ../../docs/about/system_requirements.rst:168 +#: ../../docs/about/system_requirements.rst:353 msgid "" "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " "3.2 support" msgstr "" -#: ../../docs/about/system_requirements.rst:170 +#: ../../docs/about/system_requirements.rst:172 msgid "**Native editor:** 6 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:175 +#: ../../docs/about/system_requirements.rst:177 msgid "**Native editor:** Android 9.0 or iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:176 +#: ../../docs/about/system_requirements.rst:178 msgid "" "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" msgstr "" -#: ../../docs/about/system_requirements.rst:181 +#: ../../docs/about/system_requirements.rst:183 msgid "Exported Godot project" msgstr "" -#: ../../docs/about/system_requirements.rst:185 +#: ../../docs/about/system_requirements.rst:187 msgid "" "The requirements below are a baseline for a **simple** 2D or 3D project, " "with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " @@ -2947,7 +2927,7 @@ msgid "" "compete for resources, including RAM and video RAM." msgstr "" -#: ../../docs/about/system_requirements.rst:192 +#: ../../docs/about/system_requirements.rst:194 msgid "" "It is strongly recommended to do your own testing on low-end hardware to " "make sure your project runs at the desired speed. To provide scalability for " @@ -2956,138 +2936,138 @@ msgid "" "graphics_settings>`__ to your project." msgstr "" -#: ../../docs/about/system_requirements.rst:198 +#: ../../docs/about/system_requirements.rst:200 msgid "" "These are the **minimum** specifications required to run a simple 2D or 3D " "project exported with Godot:" msgstr "" -#: ../../docs/about/system_requirements.rst:233 -#: ../../docs/about/system_requirements.rst:355 +#: ../../docs/about/system_requirements.rst:235 +#: ../../docs/about/system_requirements.rst:357 msgid "**For native exports:** 2 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:234 -#: ../../docs/about/system_requirements.rst:356 +#: ../../docs/about/system_requirements.rst:236 +#: ../../docs/about/system_requirements.rst:358 msgid "**For web exports:** 4 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:236 -#: ../../docs/about/system_requirements.rst:282 -#: ../../docs/about/system_requirements.rst:324 -#: ../../docs/about/system_requirements.rst:358 +#: ../../docs/about/system_requirements.rst:238 +#: ../../docs/about/system_requirements.rst:284 +#: ../../docs/about/system_requirements.rst:326 +#: ../../docs/about/system_requirements.rst:360 msgid "150 MB (used for the executable, project files and cache)" msgstr "" -#: ../../docs/about/system_requirements.rst:238 +#: ../../docs/about/system_requirements.rst:240 msgid "" "**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " "10.15 (Forward+/Mobile), Linux distribution released after 2016" msgstr "" -#: ../../docs/about/system_requirements.rst:240 +#: ../../docs/about/system_requirements.rst:242 msgid "" "**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" msgstr "" -#: ../../docs/about/system_requirements.rst:263 +#: ../../docs/about/system_requirements.rst:265 msgid "**iOS:** SoC with any 64-bit ARM CPU" msgstr "" -#: ../../docs/about/system_requirements.rst:265 +#: ../../docs/about/system_requirements.rst:267 msgid "*Example: Apple A7 (iPhone 5S)*" msgstr "" -#: ../../docs/about/system_requirements.rst:269 -#: ../../docs/about/system_requirements.rst:273 +#: ../../docs/about/system_requirements.rst:271 +#: ../../docs/about/system_requirements.rst:275 msgid "" "*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " "SE 1)*" msgstr "" -#: ../../docs/about/system_requirements.rst:277 +#: ../../docs/about/system_requirements.rst:279 msgid "" "*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" msgstr "" -#: ../../docs/about/system_requirements.rst:279 +#: ../../docs/about/system_requirements.rst:281 msgid "**For native exports:** 1 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:280 +#: ../../docs/about/system_requirements.rst:282 msgid "**For web exports:** 2 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:284 +#: ../../docs/about/system_requirements.rst:286 msgid "" "**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" "Mobile), iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:286 +#: ../../docs/about/system_requirements.rst:288 msgid "" "**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" msgstr "" -#: ../../docs/about/system_requirements.rst:290 +#: ../../docs/about/system_requirements.rst:292 msgid "" "These are the **recommended** specifications to get a smooth experience with " "a simple 2D or 3D project exported with Godot:" msgstr "" -#: ../../docs/about/system_requirements.rst:321 +#: ../../docs/about/system_requirements.rst:323 msgid "**For native exports:** 4 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:322 +#: ../../docs/about/system_requirements.rst:324 msgid "**For web exports:** 8 GB" msgstr "" -#: ../../docs/about/system_requirements.rst:326 +#: ../../docs/about/system_requirements.rst:328 msgid "" "**For native exports:** Windows 10, macOS 10.15, Linux distribution released " "after 2020" msgstr "" -#: ../../docs/about/system_requirements.rst:328 +#: ../../docs/about/system_requirements.rst:330 msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" -#: ../../docs/about/system_requirements.rst:339 +#: ../../docs/about/system_requirements.rst:341 msgid "**iOS:** SoC with 64-bit ARM CPU" msgstr "" -#: ../../docs/about/system_requirements.rst:341 +#: ../../docs/about/system_requirements.rst:343 msgid "*Example: Apple A11 (iPhone XS/XR)*" msgstr "" -#: ../../docs/about/system_requirements.rst:345 -#: ../../docs/about/system_requirements.rst:349 -#: ../../docs/about/system_requirements.rst:353 +#: ../../docs/about/system_requirements.rst:347 +#: ../../docs/about/system_requirements.rst:351 +#: ../../docs/about/system_requirements.rst:355 msgid "" "*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" msgstr "" -#: ../../docs/about/system_requirements.rst:360 +#: ../../docs/about/system_requirements.rst:362 msgid "**For native exports:** Android 9.0 or iOS 11.0" msgstr "" -#: ../../docs/about/system_requirements.rst:361 +#: ../../docs/about/system_requirements.rst:363 msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" msgstr "" -#: ../../docs/about/system_requirements.rst:367 +#: ../../docs/about/system_requirements.rst:369 msgid "" "Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" "OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " "have fewer driver issues." msgstr "" -#: ../../docs/about/faq.rst:1 +#: ../../docs/about/faq.rst:-1 msgid "FAQ" msgstr "" @@ -3189,7 +3169,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 #: ../../docs/tutorials/rendering/jitter_stutter.rst:133 #: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:30 msgid "macOS" @@ -4622,7 +4602,7 @@ msgid "Godot 4.3 (`master`)" msgstr "" #: ../../docs/about/release_policy.rst:83 -msgid "April 2024 (estimate)" +msgid "June 2024 (estimate)" msgstr "" #: ../../docs/about/release_policy.rst:83 @@ -4912,8 +4892,8 @@ msgstr "" #: ../../docs/about/release_policy.rst:200 msgid "" "In particular, after the very length release cycle for 4.0, we are pivoting " -"to a faster paced development workflow, with the 4.1 release expected within " -"late Q2 / early Q3 2023." +"to a faster paced development workflow, 4.1 released 4 months after 4.0, and " +"4.2 released 4 months after 4.1" msgstr "" #: ../../docs/about/release_policy.rst:204 @@ -6233,7 +6213,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:93 -#: ../../docs/getting_started/step_by_step/instancing.rst:216 +#: ../../docs/getting_started/step_by_step/instancing.rst:212 #: ../../docs/getting_started/step_by_step/scripting_languages.rst:154 #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:180 #: ../../docs/getting_started/step_by_step/signals.rst:521 @@ -7189,7 +7169,7 @@ msgid "On top of acting like nodes, scenes have the following characteristics:" msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:61 -msgid "They always have one root node, like the \"Character\" in our example." +msgid "They always have one root node, like the \"Player\" in our example." msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:62 @@ -7407,8 +7387,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:23 msgid "" -"Once you saved a scene, it works as a blueprint: you can reproduce it in " -"other scenes as many times as you'd like. Replicating an object from a " +"Once you have saved a scene, it works as a blueprint: you can reproduce it " +"in other scenes as many times as you'd like. Replicating an object from a " "template like this is called **instancing**." msgstr "" @@ -7454,19 +7434,15 @@ msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:52 msgid "" -"In the pop-up that appears, click the browse button and navigate to the " -"folder you extracted." +"In the pop-up that appears navigate to the folder you extracted. Double-" +"click the ``project.godot`` file to open it." msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:57 -msgid "Double-click the ``project.godot`` file to open it." -msgstr "" - -#: ../../docs/getting_started/step_by_step/instancing.rst:61 msgid "Finally, click the Import & Edit button." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:65 +#: ../../docs/getting_started/step_by_step/instancing.rst:61 msgid "" "The project contains two packed scenes: ``main.tscn``, containing walls " "against which the ball collides, and ``ball.tscn``. The Main scene should " @@ -7474,7 +7450,7 @@ msgid "" "scene, click the 2D button at the top of the screen." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:73 +#: ../../docs/getting_started/step_by_step/instancing.rst:69 msgid "" "Let's add a ball as a child of the Main node. In the Scene dock, select the " "Main node. Then, click the link icon at the top of the scene dock. This " @@ -7482,25 +7458,25 @@ msgid "" "selected node." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:79 +#: ../../docs/getting_started/step_by_step/instancing.rst:75 msgid "Double-click the ball scene to instance it." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:83 +#: ../../docs/getting_started/step_by_step/instancing.rst:79 msgid "The ball appears in the top-left corner of the viewport." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:87 +#: ../../docs/getting_started/step_by_step/instancing.rst:83 msgid "Click on it and drag it towards the center of the view." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:91 +#: ../../docs/getting_started/step_by_step/instancing.rst:87 msgid "" "Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should " "see it fall." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:93 +#: ../../docs/getting_started/step_by_step/instancing.rst:89 msgid "" "Now, we want to create more instances of the Ball node. With the ball still " "selected, press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to call the " @@ -7508,57 +7484,57 @@ msgid "" "location." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:99 +#: ../../docs/getting_started/step_by_step/instancing.rst:95 msgid "You can repeat this process until you have several in the scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:103 +#: ../../docs/getting_started/step_by_step/instancing.rst:99 msgid "" "Play the game again. You should now see every ball fall independently from " "one another. This is what instances do. Each is an independent reproduction " "of a template scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:108 +#: ../../docs/getting_started/step_by_step/instancing.rst:104 msgid "Editing scenes and instances" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:110 +#: ../../docs/getting_started/step_by_step/instancing.rst:106 msgid "There is more to instances. With this feature, you can:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:112 +#: ../../docs/getting_started/step_by_step/instancing.rst:108 msgid "" "Change the properties of one ball without affecting the others using the " "Inspector." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:114 +#: ../../docs/getting_started/step_by_step/instancing.rst:110 msgid "" "Change the default properties of every Ball by opening the ``ball.tscn`` " "scene and making a change to the Ball node there. Upon saving, all instances " "of the Ball in the project will see their values update." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:118 +#: ../../docs/getting_started/step_by_step/instancing.rst:114 msgid "" "Changing a property on an instance always overrides values from the " "corresponding packed scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:121 +#: ../../docs/getting_started/step_by_step/instancing.rst:117 msgid "" "Let's try this. Open ``ball.tscn`` and select the Ball node. In the " "Inspector on the right, click on the PhysicsMaterial property to expand it." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:126 +#: ../../docs/getting_started/step_by_step/instancing.rst:122 msgid "" "Set its Bounce property to ``0.5`` by clicking on the number field, typing " "``0.5``, and pressing :kbd:`Enter`." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:131 +#: ../../docs/getting_started/step_by_step/instancing.rst:127 msgid "" "Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) and notice how " "all balls now bounce a lot more. As the Ball scene is a template for all " @@ -7566,23 +7542,23 @@ msgid "" "accordingly." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:135 +#: ../../docs/getting_started/step_by_step/instancing.rst:131 msgid "" "Let's now adjust an individual instance. Head back to the Main scene by " "clicking on the corresponding tab above the viewport." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:140 +#: ../../docs/getting_started/step_by_step/instancing.rst:136 msgid "" "Select one of the instanced Ball nodes and, in the Inspector, set its " "Gravity Scale value to ``10``." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:145 +#: ../../docs/getting_started/step_by_step/instancing.rst:141 msgid "A grey \"revert\" button appears next to the adjusted property." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:149 +#: ../../docs/getting_started/step_by_step/instancing.rst:145 msgid "" "This icon indicates you are overriding a value from the source packed scene. " "Even if you modify the property in the original scene, the value override " @@ -7590,13 +7566,13 @@ msgid "" "property to the value in the saved scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:154 +#: ../../docs/getting_started/step_by_step/instancing.rst:150 msgid "" "Rerun the game and notice how this ball now falls much faster than the " "others." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:156 +#: ../../docs/getting_started/step_by_step/instancing.rst:152 msgid "" "You may notice you are unable to change the values of the " "``PhysicsMaterial`` of the ball. This is because ``PhysicsMaterial`` is a " @@ -7606,24 +7582,24 @@ msgid "" "contextual menu." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:162 +#: ../../docs/getting_started/step_by_step/instancing.rst:158 msgid "" "Resources are another essential building block of Godot games we will cover " "in a later lesson." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:166 +#: ../../docs/getting_started/step_by_step/instancing.rst:162 msgid "Scene instances as a design language" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:168 +#: ../../docs/getting_started/step_by_step/instancing.rst:164 msgid "" "Instances and scenes in Godot offer an excellent design language, setting " "the engine apart from others out there. We designed Godot around this " "concept from the ground up." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:172 +#: ../../docs/getting_started/step_by_step/instancing.rst:168 msgid "" "We recommend dismissing architectural code patterns when making games with " "Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. " @@ -7631,25 +7607,25 @@ msgid "" "game and structure your code around them." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:177 +#: ../../docs/getting_started/step_by_step/instancing.rst:173 msgid "For example, you could break down a shooter game like so:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:181 +#: ../../docs/getting_started/step_by_step/instancing.rst:177 msgid "" "You can come up with a diagram like this for almost any type of game. Each " "rectangle represents an entity that's visible in the game from the player's " "perspective. The arrows tell you which scene owns which." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:185 +#: ../../docs/getting_started/step_by_step/instancing.rst:181 msgid "" "Once you have a diagram, we recommend creating a scene for each element " "listed in it to develop your game. You'll use instancing, either by code or " "directly in the editor, to build your tree of scenes." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:189 +#: ../../docs/getting_started/step_by_step/instancing.rst:185 msgid "" "Programmers tend to spend a lot of time designing abstract architectures and " "trying to fit components into it. Designing based on scenes makes " @@ -7659,13 +7635,13 @@ msgid "" "architectural code." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:195 +#: ../../docs/getting_started/step_by_step/instancing.rst:191 msgid "" "Here's the example of a scene diagram for an open-world game with tons of " "assets and nested elements:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:200 +#: ../../docs/getting_started/step_by_step/instancing.rst:196 msgid "" "Imagine we started by creating the room. We could make a couple of different " "room scenes, with unique arrangements of furniture in them. Later, we could " @@ -7675,13 +7651,13 @@ msgid "" "one or more sub-scenes." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:206 +#: ../../docs/getting_started/step_by_step/instancing.rst:202 msgid "" "Later, we could create scenes representing guards and add them to the " "citadel. They would be indirectly added to the overall game world." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:209 +#: ../../docs/getting_started/step_by_step/instancing.rst:205 msgid "" "With Godot, it's easy to iterate on your game like this, as all you need to " "do is create and instantiate more scenes. We designed the editor to be " @@ -7690,21 +7666,21 @@ msgid "" "designers, and animators, all working with the Godot editor." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:218 +#: ../../docs/getting_started/step_by_step/instancing.rst:214 msgid "" "Instancing, the process of producing an object from a blueprint, has many " "handy uses. With scenes, it gives you:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:221 +#: ../../docs/getting_started/step_by_step/instancing.rst:217 msgid "The ability to divide your game into reusable components." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:222 +#: ../../docs/getting_started/step_by_step/instancing.rst:218 msgid "A tool to structure and encapsulate complex systems." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:223 +#: ../../docs/getting_started/step_by_step/instancing.rst:219 msgid "" "A language to think about your game project's structure in a natural way." msgstr "" @@ -8453,10 +8429,10 @@ msgid "" "between scripts and nodes by having our nodes trigger code in scripts." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:6 +#: ../../docs/getting_started/step_by_step/signals.rst:-1 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:77 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:571 -#: ../../docs/tutorials/scripting/instancing_with_signals.rst:1 +#: ../../docs/tutorials/scripting/instancing_with_signals.rst:-1 msgid "Signal" msgstr "" @@ -8508,9 +8484,9 @@ msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:40 msgid "" -"To add a button to our game, we will create a new main scene which will " -"include both a :ref:`Button ` and the ``sprite_2d.tscn`` scene " -"we created in the :ref:`doc_scripting_first_script` lesson." +"To add a button to our game, we will create a new scene which will include " +"both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " +"created in the :ref:`doc_scripting_first_script` lesson." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:44 @@ -9270,8 +9246,8 @@ msgid "" "Using the ``export`` keyword on the first variable ``speed`` allows us to " "set its value in the Inspector. This can be handy for values that you want " "to be able to adjust just like a node's built-in properties. Click on the " -"``Player`` node and you'll see the property now appears in the \"Script " -"Variables\" section of the Inspector. Remember, if you change the value " +"``Player`` node and you'll see the property now appears in the Inspector in " +"a new section with the name of the script. Remember, if you change the value " "here, it will override the value written in the script." msgstr "" @@ -9449,8 +9425,8 @@ msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:250 msgid "" -"Click \"Play Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you " -"can move the player around the screen in all directions." +"Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm " +"you can move the player around the screen in all directions." msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:253 @@ -9887,7 +9863,7 @@ msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:102 msgid "" "Click the ``Main`` node and you will see the ``Mob Scene`` property in the " -"Inspector under \"Script Variables\"." +"Inspector under \"Main.gd\"." msgstr "" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:105 @@ -11652,7 +11628,7 @@ msgstr "" msgid "" "This will take you back to the script editor and add a new function for you, " "``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " -"``queue_free()`` method. This function destroy the instance it's called on." +"``queue_free()`` method. This function destroys the instance it's called on." msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:254 @@ -13777,7 +13753,7 @@ msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:234 msgid "" -"So, why does all this complex switcharoo work? Well, because scenes operate " +"So, why does all this complex switcheroo work? Well, because scenes operate " "best when they operate alone. If unable to work alone, then working with " "others anonymously (with minimal hard dependencies, i.e. loose coupling) is " "the next best thing. Inevitably, changes may need to be made to a class and " @@ -14585,7 +14561,7 @@ msgstr "" msgid "" "**Example:** Scripts, PackedScene (for scene files), and other types like " "each of the :ref:`AudioEffect ` classes. Each of these " -"can be save and loaded, therefore they extend from Resource." +"can be saved and loaded, therefore they extend from Resource." msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:55 @@ -16012,12 +15988,12 @@ msgstr "" #: ../../docs/tutorials/troubleshooting.rst:4 #: ../../docs/tutorials/3d/occlusion_culling.rst:261 -#: ../../docs/tutorials/3d/resolution_scaling.rst:260 +#: ../../docs/tutorials/3d/resolution_scaling.rst:261 #: ../../docs/tutorials/audio/text_to_speech.rst:85 #: ../../docs/tutorials/export/exporting_for_ios.rst:133 #: ../../docs/tutorials/export/one-click_deploy.rst:65 #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:281 -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:246 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:248 #: ../../docs/contributing/development/compiling/compiling_for_android.rst:253 #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:83 #: ../../docs/contributing/development/editor/creating_icons.rst:92 @@ -16680,7 +16656,7 @@ msgid "" "saved in the project.godot file and remembered." msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:3 +#: ../../docs/tutorials/editor/default_key_mapping.rst:-1 msgid "cheatsheet, cheat sheet, shortcut" msgstr "" @@ -16730,7 +16706,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "Action name" msgstr "" @@ -16746,7 +16722,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "Windows, Linux" msgstr "" @@ -16762,7 +16738,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:418 #: ../../docs/tutorials/editor/default_key_mapping.rst:441 #: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "Editor setting" msgstr "" @@ -17331,7 +17307,6 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:106 #: ../../docs/tutorials/editor/default_key_mapping.rst:155 #: ../../docs/tutorials/editor/default_key_mapping.rst:169 -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 msgid ":kbd:`W`" msgstr "" @@ -17347,6 +17322,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:108 #: ../../docs/tutorials/editor/default_key_mapping.rst:159 #: ../../docs/tutorials/editor/default_key_mapping.rst:171 +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 msgid ":kbd:`E`" msgstr "" @@ -17361,7 +17337,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:110 #: ../../docs/tutorials/editor/default_key_mapping.rst:157 -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +#: ../../docs/tutorials/editor/default_key_mapping.rst:460 msgid ":kbd:`S`" msgstr "" @@ -17375,6 +17351,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:112 #: ../../docs/tutorials/editor/default_key_mapping.rst:173 +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 msgid ":kbd:`R`" msgstr "" @@ -17435,7 +17412,6 @@ msgid "Always Show Grid" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:122 -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 msgid ":kbd:`G`" msgstr "" @@ -17586,7 +17562,6 @@ msgid "Freelook Left" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:151 -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 msgid ":kbd:`A`" msgstr "" @@ -17599,6 +17574,7 @@ msgid "Freelook Right" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:153 +#: ../../docs/tutorials/editor/default_key_mapping.rst:472 msgid ":kbd:`D`" msgstr "" @@ -17683,7 +17659,6 @@ msgid "Use Local Space" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:175 -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid ":kbd:`T`" msgstr "" @@ -17704,7 +17679,7 @@ msgid "Snap Object to Floor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:179 -#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid ":kbd:`PgDown`" msgstr "" @@ -17966,12 +17941,12 @@ msgid "Cut" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:224 -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid ":kbd:`Ctrl + X`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:224 -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid ":kbd:`Cmd + X`" msgstr "" @@ -17986,14 +17961,14 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:226 #: ../../docs/tutorials/editor/default_key_mapping.rst:352 #: ../../docs/tutorials/editor/default_key_mapping.rst:407 -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 msgid ":kbd:`Ctrl + C`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:226 #: ../../docs/tutorials/editor/default_key_mapping.rst:352 #: ../../docs/tutorials/editor/default_key_mapping.rst:407 -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 msgid ":kbd:`Cmd + C`" msgstr "" @@ -18006,10 +17981,12 @@ msgid "Paste" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:228 +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 msgid ":kbd:`Ctrl + V`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:228 +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 msgid ":kbd:`Cmd + V`" msgstr "" @@ -18042,13 +18019,11 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 #: ../../docs/tutorials/editor/default_key_mapping.rst:305 -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 msgid ":kbd:`Ctrl + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:232 #: ../../docs/tutorials/editor/default_key_mapping.rst:305 -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 msgid ":kbd:`Cmd + F`" msgstr "" @@ -18722,7 +18697,7 @@ msgid "Editor Output" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:352 -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 msgid "Copy Selection" msgstr "" @@ -18877,7 +18852,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:411 #: ../../docs/tutorials/editor/default_key_mapping.rst:426 #: ../../docs/tutorials/editor/default_key_mapping.rst:447 -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid ":kbd:`Del`" msgstr "" @@ -18885,7 +18860,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:411 #: ../../docs/tutorials/editor/default_key_mapping.rst:426 #: ../../docs/tutorials/editor/default_key_mapping.rst:447 -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid ":kbd:`Cmd + BkSp`" msgstr "" @@ -19067,6 +19042,7 @@ msgid "``animation_editor/duplicate_selection_transposed``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:447 +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 msgid "Delete Selection" msgstr "" @@ -19111,251 +19087,278 @@ msgid "Tile Map Editor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:460 -msgid "Find Tile" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 -msgid "``tile_map_editor/find_tile``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid "Pick Tile" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid ":kbd:`I`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid "``tile_map_editor/pick_tile``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid "Paint Tile" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid ":kbd:`P`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid "``tile_map_editor/paint_tile``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 -#: ../../docs/tutorials/2d/using_tilemaps.rst:273 -msgid "Bucket Fill" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 -msgid "``tile_map_editor/bucket_fill``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 -msgid "Transpose" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 -msgid "``tile_map_editor/transpose``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -msgid "Flip Horizontally" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -msgid ":kbd:`X`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -msgid "``tile_map_editor/flip_horizontal``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -msgid "Flip Vertically" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -msgid ":kbd:`Z`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -msgid "``tile_map_editor/flip_vertical``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 -msgid "Rotate Left" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 -msgid "``tile_map_editor/rotate_left``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 -msgid "Rotate Right" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 -msgid "``tile_map_editor/rotate_right``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 -msgid "Clear Transform" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 -msgid "``tile_map_editor/clear_transform``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 msgid "Select" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 -msgid ":kbd:`M`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:460 +msgid "``tiles_editor/selection_tool``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 -msgid "``tile_map_editor/select``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid "Cut Selection" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:462 +msgid "``tiles_editor/cut``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:464 +msgid "``tiles_editor/copy``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 +msgid "Paste Selection" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:466 +msgid "``tiles_editor/paste``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:468 +msgid "``tiles_editor/delete``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +msgid "Cancel" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +msgid ":kbd:`Esc`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +msgid "``tiles_editor/cancel``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:472 +#: ../../docs/tutorials/2d/using_tilemaps.rst:209 +msgid "Paint" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:472 +msgid "``tiles_editor/paint_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/2d/using_tilemaps.rst:238 +msgid "Line" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +msgid ":kbd:`L`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +msgid "``tiles_editor/line_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +msgid "Rect" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +msgid "``tiles_editor/rect_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +msgid "Bucket" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +msgid ":kbd:`B`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +msgid "``tiles_editor/bucket_tool``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +#: ../../docs/tutorials/2d/using_tilemaps.rst:301 +msgid "Picker" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +msgid ":kbd:`P`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +msgid "``tiles_editor/picker``" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:482 -msgid "``tile_map_editor/cut_selection``" +#: ../../docs/tutorials/2d/using_tilemaps.rst:313 +msgid "Eraser" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +msgid "``tiles_editor/eraser``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 -msgid "``tile_map_editor/copy_selection``" +msgid "Flip Horizontally" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +msgid ":kbd:`C`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +msgid "``tiles_editor/flip_tile_horizontal``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -msgid "Erase Selection" +msgid "Flip Vertically" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -msgid "``tile_map_editor/erase_selection``" +msgid ":kbd:`V`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +msgid "``tiles_editor/flip_tile_vertical``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +msgid "Rotate Left" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +msgid ":kbd:`Z`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +msgid "``tiles_editor/rotate_tile_left``" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 +msgid "Rotate Right" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:490 +msgid ":kbd:`X`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:490 +msgid "``tiles_editor/rotate_tile_right``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:494 msgid "Tileset Editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid "Next Coordinate" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid "``tileset_editor/next_shape``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid "Previous Coordinate" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid ":kbd:`PgUp`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid "``tileset_editor/previous_shape``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "Region Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid ":kbd:`1`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "``tileset_editor/editmode_region``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid "Collision Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid ":kbd:`2`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid "``tileset_editor/editmode_collision``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid "Occlusion Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid ":kbd:`3`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid "``tileset_editor/editmode_occlusion``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid "Navigation Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid ":kbd:`4`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid "``tileset_editor/editmode_navigation``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid "Bitmask Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid ":kbd:`5`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid "``tileset_editor/editmode_bitmask``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid "Priority Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid ":kbd:`6`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid "``tileset_editor/editmode_priority``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid "Icon Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid ":kbd:`7`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid "``tileset_editor/editmode_icon``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid "Z Index Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid ":kbd:`8`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid "``tileset_editor/editmode_z_index``" msgstr "" @@ -20117,7 +20120,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:35 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:90 #: ../../docs/tutorials/scripting/how_to_read_the_godot_api.rst:34 -#: ../../docs/tutorials/scripting/creating_script_templates.rst:200 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:23 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:713 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:779 @@ -20140,7 +20143,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:178 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:130 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:155 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:193 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:194 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:36 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:58 #: ../../docs/tutorials/shaders/visual_shaders.rst:117 @@ -28914,10 +28917,6 @@ msgid "" "`Escape` to cancel pasting." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:209 -msgid "Paint" -msgstr "" - #: ../../docs/tutorials/2d/using_tilemaps.rst:211 msgid "" "The standard Paint mode allows you to place tiles by clicking or holding " @@ -28960,10 +28959,6 @@ msgid "" "This is identical to using the Picker tool described below." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:238 -msgid "Line" -msgstr "" - #: ../../docs/tutorials/2d/using_tilemaps.rst:240 msgid "" "After selecting Line Paint mode, you can draw in a line that is always 1 " @@ -29019,6 +29014,10 @@ msgid "" "holding :kbd:`Ctrl` and :kbd:`Shift` then drawing." msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:273 +msgid "Bucket Fill" +msgstr "" + #: ../../docs/tutorials/2d/using_tilemaps.rst:275 msgid "" "After selecting Bucket Fill mode, you can choose whether painting should be " @@ -29057,10 +29056,6 @@ msgstr "" msgid "Using the Bucket Fill tool" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:301 -msgid "Picker" -msgstr "" - #: ../../docs/tutorials/2d/using_tilemaps.rst:303 msgid "" "After selecting Picker mode, you can pick existing tiles in the 2D editor by " @@ -29076,10 +29071,6 @@ msgid "" "`Ctrl` then clicking or dragging the mouse." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:313 -msgid "Eraser" -msgstr "" - #: ../../docs/tutorials/2d/using_tilemaps.rst:315 msgid "" "This mode is combined with any other painting mode (Paint, Line, Rectangle, " @@ -30873,8 +30864,8 @@ msgstr "" msgid "" "The :ref:`SurfaceTool ` provides a useful interface for " "constructing geometry. The interface is similar to the :ref:`ImmediateMesh " -"` node. You set each per-vertex attribute (e.g. normal, " -"uv, color) and then when you add a vertex it captures the attributes." +"` class. You set each per-vertex attribute (e.g. " +"normal, uv, color) and then when you add a vertex it captures the attributes." msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/surfacetool.rst:11 @@ -31971,71 +31962,73 @@ msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:247 msgid "" -"Godot has a more or less uniform cost per pixel thanks to depth pre-pass. " -"All lighting calculations are made by running the lighting shader on every " -"pixel." +"Godot has a more or less uniform cost per pixel thanks to the depth pre-" +"pass. All lighting calculations are made by running the lighting shader on " +"every pixel." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:250 +#: ../../docs/tutorials/3d/standard_material_3d.rst:251 msgid "" "As these calculations are costly, performance can be brought down " "considerably in some corner cases such as drawing several layers of " -"transparency (which is common in particle systems). Switching to per-vertex " -"lighting may help in these cases." +"transparency (which is common in particle systems). Switching to the " +"**Unshaded** shading mode may help improve performance in these cases, " +"especially when the camera is close to particles." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:255 +#: ../../docs/tutorials/3d/standard_material_3d.rst:256 msgid "" -"Additionally, on low-end or mobile devices, switching to vertex lighting can " -"considerably increase rendering performance." +"Additionally, on low-end or mobile devices, switching to unshaded rendering " +"can considerably increase rendering performance." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:260 +#: ../../docs/tutorials/3d/standard_material_3d.rst:261 msgid "" -"Keep in mind that when vertex lighting is enabled, only directional lighting " -"can produce shadows (for performance reasons)." +"Keep in mind that when unshaded rendering is enabled, lights will not affect " +"the material at all." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:263 +#: ../../docs/tutorials/3d/standard_material_3d.rst:266 msgid "" -"However, in some cases you might want to show just the albedo (color) and " -"ignore the rest. To do this you can set the shading mode to unshaded" +"**Per-Vertex** shading is listed as an option in the shading mode property. " +"However, per-vertex shading is currently unimplemented and will act " +"identical to per-pixel shading." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:269 -msgid "Diffuse Mode" -msgstr "" - -#: ../../docs/tutorials/3d/standard_material_3d.rst:271 +#: ../../docs/tutorials/3d/standard_material_3d.rst:270 msgid "" -"Specifies the algorithm used by diffuse scattering of light when hitting the " -"object. The default is *Burley*. Other modes are also available:" +"Support for per-vertex shading is planned to be reimplemented in a future " +"Godot release." msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:274 +msgid "Diffuse Mode" +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:276 +msgid "" +"Specifies the algorithm used by diffuse scattering of light when hitting the " +"object. The default is **Burley**. Other modes are also available:" +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:279 msgid "" "**Burley:** Default mode, the original Disney Principled PBS diffuse " "algorithm." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:275 +#: ../../docs/tutorials/3d/standard_material_3d.rst:280 msgid "**Lambert:** Is not affected by roughness." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:276 +#: ../../docs/tutorials/3d/standard_material_3d.rst:281 msgid "" "**Lambert Wrap:** Extends Lambert to cover more than 90 degrees when " "roughness increases. Works great for hair and simulating cheap subsurface " "scattering. This implementation is energy conserving." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:279 -msgid "" -"**Oren Nayar:** This implementation aims to take microsurfacing into account " -"(via roughness). Works well for clay-like materials and some types of cloth." -msgstr "" - -#: ../../docs/tutorials/3d/standard_material_3d.rst:281 +#: ../../docs/tutorials/3d/standard_material_3d.rst:284 msgid "" "**Toon:** Provides a hard cut for lighting, with smoothing affected by " "roughness. It is recommended you disable sky contribution from your " @@ -32043,54 +32036,54 @@ msgid "" "StandardMaterial3D to achieve a better effect." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:289 +#: ../../docs/tutorials/3d/standard_material_3d.rst:292 msgid "Specular Mode" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:291 +#: ../../docs/tutorials/3d/standard_material_3d.rst:294 msgid "" "Specifies how the specular blob will be rendered. The specular blob " "represents the shape of a light source reflected in the object." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:294 +#: ../../docs/tutorials/3d/standard_material_3d.rst:297 msgid "**SchlickGGX:** The most common blob used by PBR 3D engines nowadays." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:295 +#: ../../docs/tutorials/3d/standard_material_3d.rst:298 msgid "" "**Blinn:** Common in previous-generation engines. Not worth using nowadays, " "but left here for the sake of compatibility." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:297 +#: ../../docs/tutorials/3d/standard_material_3d.rst:300 msgid "**Phong:** Same as above." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:298 +#: ../../docs/tutorials/3d/standard_material_3d.rst:301 msgid "" "**Toon:** Creates a toon blob, which changes size depending on roughness." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:299 +#: ../../docs/tutorials/3d/standard_material_3d.rst:302 msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:304 +#: ../../docs/tutorials/3d/standard_material_3d.rst:307 msgid "Disable Ambient Light" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:306 +#: ../../docs/tutorials/3d/standard_material_3d.rst:309 msgid "" "Makes the object not receive any kind of ambient lighting that would " "otherwise light it." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:310 +#: ../../docs/tutorials/3d/standard_material_3d.rst:313 msgid "Disable Fog" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:312 +#: ../../docs/tutorials/3d/standard_material_3d.rst:315 msgid "" "Makes the object unaffected by depth-based or volumetric fog. This is useful " "for particles or other additively blended materials that would otherwise " @@ -32098,39 +32091,39 @@ msgid "" "without the fog)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:315 +#: ../../docs/tutorials/3d/standard_material_3d.rst:318 msgid "Vertex Color" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:317 +#: ../../docs/tutorials/3d/standard_material_3d.rst:320 msgid "" "This setting allows choosing what is done by default to vertex colors that " "come from your 3D modeling application. By default, they are ignored." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:323 +#: ../../docs/tutorials/3d/standard_material_3d.rst:326 msgid "Use as Albedo" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:325 +#: ../../docs/tutorials/3d/standard_material_3d.rst:328 msgid "Choosing this option means vertex color is used as albedo color." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:328 +#: ../../docs/tutorials/3d/standard_material_3d.rst:331 msgid "Is sRGB" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:330 +#: ../../docs/tutorials/3d/standard_material_3d.rst:333 msgid "" "Most 3D modeling software will likely export vertex colors as sRGB, so " "toggling this option on will help them look correct." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:334 +#: ../../docs/tutorials/3d/standard_material_3d.rst:337 msgid "Albedo" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:336 +#: ../../docs/tutorials/3d/standard_material_3d.rst:339 msgid "" "*Albedo* is the base color for the material, on which all the other settings " "operate. When set to *Unshaded*, this is the only color that is visible. In " @@ -32139,22 +32132,22 @@ msgid "" "color affects many more calculations than just the diffuse lighting path." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:342 +#: ../../docs/tutorials/3d/standard_material_3d.rst:345 msgid "Albedo color and texture can be used together as they are multiplied." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:344 +#: ../../docs/tutorials/3d/standard_material_3d.rst:347 msgid "" "*Alpha channel* in albedo color and texture is also used for the object " "transparency. If you use a color or texture with *alpha channel*, make sure " "to either enable transparency or *alpha scissoring* for it to work." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:349 +#: ../../docs/tutorials/3d/standard_material_3d.rst:352 msgid "Metallic" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:351 +#: ../../docs/tutorials/3d/standard_material_3d.rst:354 msgid "" "Godot uses a metallic model over competing models due to its simplicity. " "This parameter defines how reflective the material is. The more reflective, " @@ -32162,24 +32155,24 @@ msgid "" "reflected. This model is called \"energy-conserving\"." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:356 +#: ../../docs/tutorials/3d/standard_material_3d.rst:359 msgid "" "The *Specular* parameter is a general amount for the reflectivity (unlike " "*Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't " "touch it unless you need to)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:360 +#: ../../docs/tutorials/3d/standard_material_3d.rst:363 msgid "" "The minimum internal reflectivity is ``0.04``, so it's impossible to make a " "material completely unreflective, just like in real life." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:366 +#: ../../docs/tutorials/3d/standard_material_3d.rst:369 msgid "Roughness" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:368 +#: ../../docs/tutorials/3d/standard_material_3d.rst:371 msgid "" "*Roughness* affects the way reflection happens. A value of ``0`` makes it a " "perfect mirror while a value of ``1`` completely blurs the reflection " @@ -32187,11 +32180,11 @@ msgid "" "achieved with the right combination of *Metallic* and *Roughness*." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:376 +#: ../../docs/tutorials/3d/standard_material_3d.rst:379 msgid "Emission" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:378 +#: ../../docs/tutorials/3d/standard_material_3d.rst:381 msgid "" "*Emission* specifies how much light is emitted by the material (keep in mind " "this does not include light surrounding geometry unless :ref:`VoxelGI " @@ -32200,11 +32193,11 @@ msgid "" "lighting in the scene." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:386 +#: ../../docs/tutorials/3d/standard_material_3d.rst:389 msgid "Normal map" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:388 +#: ../../docs/tutorials/3d/standard_material_3d.rst:391 msgid "" "Normal mapping allows you to set a texture that represents finer shape " "detail. This does not modify geometry, only the incident angle for light. In " @@ -32212,7 +32205,7 @@ msgid "" "compression and wider compatibility." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:397 +#: ../../docs/tutorials/3d/standard_material_3d.rst:400 msgid "" "Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is " "known as OpenGL style. If you've imported a material made to be used with " @@ -32220,7 +32213,7 @@ msgid "" "to be converted so its Y axis is flipped." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:402 +#: ../../docs/tutorials/3d/standard_material_3d.rst:405 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:326 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:427 msgid "" @@ -32229,12 +32222,12 @@ msgid "" "Normal_Map_Technical_Details>`__." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:407 +#: ../../docs/tutorials/3d/standard_material_3d.rst:410 #: ../../docs/tutorials/3d/visibility_ranges.rst:216 msgid "Rim" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:409 +#: ../../docs/tutorials/3d/standard_material_3d.rst:412 msgid "" "Some fabrics have small micro-fur that causes light to scatter around it. " "Godot emulates this with the *Rim* parameter. Unlike other rim lighting " @@ -32243,7 +32236,7 @@ msgid "" "considerably more believable." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:416 +#: ../../docs/tutorials/3d/standard_material_3d.rst:419 msgid "" "Rim size depends on roughness, and there is a special parameter to specify " "how it must be colored. If *Tint* is ``0``, the color of the light is used " @@ -32251,24 +32244,24 @@ msgid "" "Using intermediate values generally works best." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:422 +#: ../../docs/tutorials/3d/standard_material_3d.rst:425 #: ../../docs/tutorials/3d/visibility_ranges.rst:217 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:425 +#: ../../docs/tutorials/3d/standard_material_3d.rst:428 msgid "" "The *Clearcoat* parameter is used to add a secondary pass of transparent " "coat to the material. This is common in car paint and toys. In practice, " "it's a smaller specular blob added on top of the existing material." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:432 +#: ../../docs/tutorials/3d/standard_material_3d.rst:435 #: ../../docs/tutorials/3d/visibility_ranges.rst:218 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:435 +#: ../../docs/tutorials/3d/standard_material_3d.rst:438 msgid "" "This changes the shape of the specular blob and aligns it to tangent space. " "Anisotropy is commonly used with hair, or to make materials such as brushed " @@ -32276,11 +32269,11 @@ msgid "" "flowmaps." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:442 +#: ../../docs/tutorials/3d/standard_material_3d.rst:445 msgid "Ambient Occlusion" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:444 +#: ../../docs/tutorials/3d/standard_material_3d.rst:447 msgid "" "It is possible to specify a baked ambient occlusion map. This map affects " "how much ambient light reaches each surface of the object (it does not " @@ -32290,12 +32283,12 @@ msgid "" "whenever possible." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:453 +#: ../../docs/tutorials/3d/standard_material_3d.rst:456 #: ../../docs/tutorials/3d/visibility_ranges.rst:219 msgid "Height" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:456 +#: ../../docs/tutorials/3d/standard_material_3d.rst:459 msgid "" "Setting a depth map on a material produces a ray-marched search to emulate " "the proper displacement of cavities along the view direction. This is not " @@ -32304,104 +32297,104 @@ msgid "" "results, *Depth* should be used together with normal mapping." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:465 +#: ../../docs/tutorials/3d/standard_material_3d.rst:468 #: ../../docs/tutorials/3d/visibility_ranges.rst:220 msgid "Subsurface Scattering" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:468 +#: ../../docs/tutorials/3d/standard_material_3d.rst:471 msgid "" "This effect emulates light that penetrates an object's surface, is " "scattered, and then comes out. It is useful to create realistic skin, " "marble, colored liquids, etc." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:475 +#: ../../docs/tutorials/3d/standard_material_3d.rst:478 #: ../../docs/tutorials/3d/visibility_ranges.rst:221 msgid "Back Lighting" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:477 -#: ../../docs/tutorials/3d/standard_material_3d.rst:676 +#: ../../docs/tutorials/3d/standard_material_3d.rst:480 +#: ../../docs/tutorials/3d/standard_material_3d.rst:679 msgid "" "This controls how much light from the lit side (visible to light) is " "transferred to the dark side (opposite from the light). This works well for " "thin objects such as plant leaves, grass, human ears, etc." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:482 +#: ../../docs/tutorials/3d/standard_material_3d.rst:485 #: ../../docs/tutorials/3d/visibility_ranges.rst:222 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:484 +#: ../../docs/tutorials/3d/standard_material_3d.rst:487 msgid "" "When refraction is enabled, Godot attempts to fetch information from behind " "the object being rendered. This allows distorting the transparency in a way " "similar to refraction in real life." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:488 +#: ../../docs/tutorials/3d/standard_material_3d.rst:491 msgid "" "Remember to use a transparent albedo texture (or reduce the albedo color's " "alpha channel) to make refraction visible, as refraction relies on " "transparency to have a visible effect." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:492 +#: ../../docs/tutorials/3d/standard_material_3d.rst:495 msgid "" "A normal map can optionally be specified in the **Refraction Texture** " "property to allow distorting the refraction's direction on a per-pixel basis." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:499 +#: ../../docs/tutorials/3d/standard_material_3d.rst:502 msgid "" "Refraction is implemented as a screen-space effect and forces the material " "to be transparent. This makes the effect relatively fast, but this results " "in some limitations:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:503 +#: ../../docs/tutorials/3d/standard_material_3d.rst:506 msgid "" ":ref:`Transparency sorting " "` issues may occur." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:505 +#: ../../docs/tutorials/3d/standard_material_3d.rst:508 msgid "" "The refractive material cannot refract onto itself, or onto other " "transparent materials. A refractive material behind another transparent " "material will be invisible." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:508 +#: ../../docs/tutorials/3d/standard_material_3d.rst:511 msgid "" "Off-screen objects cannot appear in the refraction. This is most noticeable " "with high refraction strength values." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:510 +#: ../../docs/tutorials/3d/standard_material_3d.rst:513 msgid "" "Opaque materials in front of the refractive material will appear to have " "\"refracted\" edges, even though they shouldn't." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:514 +#: ../../docs/tutorials/3d/standard_material_3d.rst:517 msgid "Detail" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:516 +#: ../../docs/tutorials/3d/standard_material_3d.rst:519 msgid "" "Godot allows using secondary albedo and normal maps to generate a detail " "texture, which can be blended in many ways. By combining this with secondary " "UV or triplanar modes, many interesting textures can be achieved." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:522 +#: ../../docs/tutorials/3d/standard_material_3d.rst:525 msgid "There are several settings that control how detail is used." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:524 +#: ../../docs/tutorials/3d/standard_material_3d.rst:527 msgid "" "Mask: The detail mask is a black and white image used to control where the " "blending takes place on a texture. White is for the detail textures, Black " @@ -32409,26 +32402,26 @@ msgid "" "partial blending of the material textures and detail textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:529 +#: ../../docs/tutorials/3d/standard_material_3d.rst:532 msgid "" "Blend Mode: These four modes control how the textures are blended together." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:531 +#: ../../docs/tutorials/3d/standard_material_3d.rst:534 msgid "" "Mix: Combines pixel values of both textures. At black, only show the " "material texture, at white, only show the detail texture. Values of gray " "create a smooth blend between the two." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:535 +#: ../../docs/tutorials/3d/standard_material_3d.rst:538 msgid "" "Add: Adds pixel values of one Texture with the other. Unlike mix mode both " "textures are completely mixed at white parts of a mask and not at gray " "parts. The original texture is mostly unchanged at black" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:539 +#: ../../docs/tutorials/3d/standard_material_3d.rst:542 msgid "" "Sub: Subtracts pixel values of one texture with the other. The second " "texture is completely subtracted at white parts of a mask with only a little " @@ -32436,41 +32429,41 @@ msgid "" "based on the exact texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:544 +#: ../../docs/tutorials/3d/standard_material_3d.rst:547 msgid "" "Mul: Multiplies the RGB channel numbers for each pixel from the top texture " "with the values for the corresponding pixel from the bottom texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:547 +#: ../../docs/tutorials/3d/standard_material_3d.rst:550 msgid "" "Albedo: This is where you put an albedo texture you want to blend. If " "nothing is in this slot it will be interpreted as white by default." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:550 +#: ../../docs/tutorials/3d/standard_material_3d.rst:553 msgid "" "Normal: This is where you put a normal texture you want to blend. If nothing " "is in this slot it will be interpreted as a flat normal map. This can still " "be used even if the material does not have normal map enabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:555 +#: ../../docs/tutorials/3d/standard_material_3d.rst:558 msgid "UV1 and UV2" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:557 +#: ../../docs/tutorials/3d/standard_material_3d.rst:560 msgid "" "Godot supports two UV channels per material. Secondary UV is often useful " "for ambient occlusion or emission (baked light). UVs can be scaled and " "offset, which is useful when using repeating textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:564 +#: ../../docs/tutorials/3d/standard_material_3d.rst:567 msgid "Triplanar Mapping" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:566 +#: ../../docs/tutorials/3d/standard_material_3d.rst:569 msgid "" "Triplanar mapping is supported for both UV1 and UV2. This is an alternative " "way to obtain texture coordinates, sometimes called \"Autotexture\". " @@ -32478,68 +32471,68 @@ msgid "" "mapping can be performed in either world space or object space." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:571 +#: ../../docs/tutorials/3d/standard_material_3d.rst:574 msgid "" "In the image below, you can see how all primitives share the same material " "with world triplanar, so the brick texture continues smoothly between them." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:577 +#: ../../docs/tutorials/3d/standard_material_3d.rst:580 msgid "World Triplanar" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:579 +#: ../../docs/tutorials/3d/standard_material_3d.rst:582 msgid "" "When using triplanar mapping, it is computed in object local space. This " "option makes it use world space instead." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:585 +#: ../../docs/tutorials/3d/standard_material_3d.rst:588 msgid "Sampling" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:588 +#: ../../docs/tutorials/3d/standard_material_3d.rst:591 #: ../../docs/tutorials/audio/audio_effects.rst:122 msgid "Filter" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:590 +#: ../../docs/tutorials/3d/standard_material_3d.rst:593 msgid "" "The filtering method for the textures used by the material. See :ref:`this " "page` for a full list of " "options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:594 +#: ../../docs/tutorials/3d/standard_material_3d.rst:597 msgid "Repeat" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:596 +#: ../../docs/tutorials/3d/standard_material_3d.rst:599 msgid "" "if the textures used by the material repeat, and how they repeat. See :ref:" "`this page` for a full list of " "options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:600 +#: ../../docs/tutorials/3d/standard_material_3d.rst:603 msgid "Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:603 +#: ../../docs/tutorials/3d/standard_material_3d.rst:606 msgid "Do Not Receive Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:605 +#: ../../docs/tutorials/3d/standard_material_3d.rst:608 msgid "" "Makes the object not receive any kind of shadow that would otherwise be cast " "onto it." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:609 +#: ../../docs/tutorials/3d/standard_material_3d.rst:612 msgid "Use Shadow to Opacity" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:611 +#: ../../docs/tutorials/3d/standard_material_3d.rst:614 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:71 msgid "" "Lighting modifies the alpha so shadowed areas are opaque and non-shadowed " @@ -32547,115 +32540,115 @@ msgid "" "AR." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:615 +#: ../../docs/tutorials/3d/standard_material_3d.rst:618 msgid "Billboard" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:618 +#: ../../docs/tutorials/3d/standard_material_3d.rst:621 msgid "Billboard Mode" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:620 +#: ../../docs/tutorials/3d/standard_material_3d.rst:623 msgid "" "Enables billboard mode for drawing materials. This controls how the object " "faces the camera:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:623 +#: ../../docs/tutorials/3d/standard_material_3d.rst:626 msgid "**Disabled:** Billboard mode is disabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:624 +#: ../../docs/tutorials/3d/standard_material_3d.rst:627 msgid "" "**Enabled:** Billboard mode is enabled. The object's -Z axis will always " "face the camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:626 +#: ../../docs/tutorials/3d/standard_material_3d.rst:629 msgid "" "**Y-Billboard:** The object's X axis will always be aligned with the " "camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:627 +#: ../../docs/tutorials/3d/standard_material_3d.rst:630 msgid "" "**Particle Billboard:** Most suited for particle systems, because it allows " "specifying :ref:`flipbook animation " "`." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:632 +#: ../../docs/tutorials/3d/standard_material_3d.rst:635 msgid "" "The **Particles Anim** section is only visible when the billboard mode is " "**Particle Billboard**." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:635 +#: ../../docs/tutorials/3d/standard_material_3d.rst:638 msgid "Billboard Keep Scale" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:637 +#: ../../docs/tutorials/3d/standard_material_3d.rst:640 msgid "Enables scaling a mesh in billboard mode." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:640 +#: ../../docs/tutorials/3d/standard_material_3d.rst:643 msgid "Grow" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:642 +#: ../../docs/tutorials/3d/standard_material_3d.rst:645 msgid "Grows the object vertices in the direction pointed by their normals:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:646 +#: ../../docs/tutorials/3d/standard_material_3d.rst:649 msgid "" "This is commonly used to create cheap outlines. Add a second material pass, " "make it black and unshaded, reverse culling (Cull Front), and add some grow:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:652 +#: ../../docs/tutorials/3d/standard_material_3d.rst:655 #: ../../docs/tutorials/shaders/visual_shaders.rst:131 msgid "Transform" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:655 +#: ../../docs/tutorials/3d/standard_material_3d.rst:658 msgid "Fixed Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:657 +#: ../../docs/tutorials/3d/standard_material_3d.rst:660 msgid "" "This causes the object to be rendered at the same size no matter the " "distance. This is useful mostly for indicators (no depth test and high " "render priority) and some types of billboards." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:662 +#: ../../docs/tutorials/3d/standard_material_3d.rst:665 msgid "Use Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:664 +#: ../../docs/tutorials/3d/standard_material_3d.rst:667 msgid "" "This option is only effective when the geometry rendered is made of points " "(generally it's made of triangles when imported from 3D modeling software). " "If so, then those points can be resized (see below)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:669 +#: ../../docs/tutorials/3d/standard_material_3d.rst:672 msgid "Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:671 +#: ../../docs/tutorials/3d/standard_material_3d.rst:674 msgid "When drawing points, specify the point size in pixels." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:674 +#: ../../docs/tutorials/3d/standard_material_3d.rst:677 msgid "Transmission" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:683 +#: ../../docs/tutorials/3d/standard_material_3d.rst:686 msgid "Proximity and Distance Fade" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:685 +#: ../../docs/tutorials/3d/standard_material_3d.rst:688 msgid "" "Godot allows materials to fade by proximity to each other as well as " "depending on the distance from the viewer. Proximity fade is useful for " @@ -32663,13 +32656,13 @@ msgid "" "the shores." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:691 +#: ../../docs/tutorials/3d/standard_material_3d.rst:694 msgid "" "Distance fade is useful for light shafts or indicators that are only present " "after a given distance." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:694 +#: ../../docs/tutorials/3d/standard_material_3d.rst:697 msgid "" "Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** " "mode enables alpha blending. Alpha blending is more GPU-intensive and can " @@ -32679,26 +32672,26 @@ msgid "" "better, **Object Dither** (which is even faster than **Pixel Dither**)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:703 +#: ../../docs/tutorials/3d/standard_material_3d.rst:706 msgid "Material Settings" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:706 +#: ../../docs/tutorials/3d/standard_material_3d.rst:709 msgid "Render priority" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:708 +#: ../../docs/tutorials/3d/standard_material_3d.rst:711 msgid "" "The rendering order of objects can be changed, although this is mostly " "useful for transparent objects (or opaque objects that perform depth draw " "but no color draw, such as cracks on the floor)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:713 +#: ../../docs/tutorials/3d/standard_material_3d.rst:716 msgid "Next Pass" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:715 +#: ../../docs/tutorials/3d/standard_material_3d.rst:718 msgid "" "Sets the material to be used for the next pass. This renders the object " "again with a different material." @@ -34822,7 +34815,7 @@ msgid "" "particles emitted through the lifetime will be the ``Ammount`` * ``Amount " "Ratio``. Changing this value while emitted doesn't affect already created " "particles and doesn't cause the particle system to restart. It's useful for " -"making effects where the number of emitted particels varies over time." +"making effects where the number of emitted particles varies over time." msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:25 @@ -34980,7 +34973,7 @@ msgstr "" msgid "Drawing properties" msgstr "" -#: ../../docs/tutorials/3d/particles/properties.rst:None +#: ../../docs/tutorials/3d/particles/properties.rst:-1 msgid "Particle drawing properties" msgstr "" @@ -35046,7 +35039,7 @@ msgid "Trail properties" msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:181 -#: ../../docs/tutorials/3d/particles/trails.rst:None +#: ../../docs/tutorials/3d/particles/trails.rst:-1 msgid "Particle trails" msgstr "" @@ -35145,7 +35138,7 @@ msgstr "" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:47 msgid "" -"The ``Daming as Friction`` property changes the behavior of damping from a " +"The ``Damping as Friction`` property changes the behavior of damping from a " "constant deceleration to a deceleration based on speed." msgstr "" @@ -35754,7 +35747,7 @@ msgstr "" msgid "Particle sub-emitters" msgstr "" -#: ../../docs/tutorials/3d/particles/subemitters.rst:None +#: ../../docs/tutorials/3d/particles/subemitters.rst:-1 msgid "Chained sub-emitters" msgstr "" @@ -36098,8 +36091,8 @@ msgid "" "velocity (right)" msgstr "" +#: ../../docs/tutorials/3d/particles/turbulence.rst:-1 #: ../../docs/tutorials/3d/particles/turbulence.rst:4 -#: ../../docs/tutorials/3d/particles/turbulence.rst:None msgid "Particle turbulence" msgstr "" @@ -36294,7 +36287,7 @@ msgstr "" msgid "3D Particle attractors" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:None +#: ../../docs/tutorials/3d/particles/attractors.rst:-1 msgid "Particle attractors" msgstr "" @@ -36587,7 +36580,7 @@ msgstr "" msgid "3D Particle collisions" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:None +#: ../../docs/tutorials/3d/particles/collision.rst:-1 msgid "Particle collisions" msgstr "" @@ -36884,8 +36877,8 @@ msgid "" "contribute to particle collision." msgstr "" +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:-1 #: ../../docs/tutorials/3d/particles/complex_shapes.rst:4 -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:None msgid "Complex emission shapes" msgstr "" @@ -42782,7 +42775,7 @@ msgid "" "**Disabled:** Uses hysteresis to switch between LOD levels instantly. This " "prevents situations where LOD levels are switched back and forth quickly " "when the player moves forward and then backward at the LOD transition point. " -"The hystereis distance is determined by **Visibility Range > Begin Margin** " +"The hysteresis distance is determined by **Visibility Range > Begin Margin** " "and **Visibility Range > End Margin**. This mode provides the best " "performance as it doesn't force rendering to become transparent during the " "fade transition." @@ -43138,7 +43131,7 @@ msgstr "" #: ../../docs/tutorials/3d/occlusion_culling.rst:88 msgid "" -"The engine then uses this low-resolution buffer to test occludees' :abbr:" +"The engine then uses this low-resolution buffer to test the occludee's :abbr:" "`AABB (Axis-Aligned Bounding Box)` against the occluder shapes. The " "occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* " "by the occluder shape to be culled." @@ -43965,10 +43958,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/resolution_scaling.rst:226 -msgid "The formula used to determine the texture mipmap bias is: TODO" +msgid "" +"The formula used to determine the texture mipmap bias is: " +"``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``" msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:228 +#: ../../docs/tutorials/3d/resolution_scaling.rst:229 msgid "" "To counteract the blurriness added by some antialiasing methods, Godot also " "adds a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA " @@ -43977,7 +43972,7 @@ msgid "" "offset, so it does not change depending on resolution scale." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:234 +#: ../../docs/tutorials/3d/resolution_scaling.rst:235 msgid "" "The texture LOD bias can manually be changed by adjusting the **Rendering > " "Textures > Default Filters > Texture Mipmap Bias** advanced project setting. " @@ -43985,21 +43980,21 @@ msgid "" "adjusting the ``texture_mipmap_bias`` property." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:241 +#: ../../docs/tutorials/3d/resolution_scaling.rst:242 msgid "" "Adjusting the mipmap LOD bias manually can be useful in certain scenarios, " "but this should be done carefully to prevent the final image from looking " "grainy in motion." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:245 +#: ../../docs/tutorials/3d/resolution_scaling.rst:246 msgid "" "*Negative* mipmap LOD bias can also decrease performance due to higher-" "resolution mips having to be sampled further away. Recommended values for a " "manual offset are between ``-0.5`` and ``0.0``." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:249 +#: ../../docs/tutorials/3d/resolution_scaling.rst:250 msgid "" "*Positive* mipmap LOD bias will make mipmapped textures appear blurrier than " "intended. This may improve performance slightly, but is otherwise not " @@ -44007,17 +44002,17 @@ msgid "" "performance gain." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:254 +#: ../../docs/tutorials/3d/resolution_scaling.rst:255 msgid "" "The example below shows an extreme case, with a mipmap LOD bias of ``-1.0`` " "and anisotropic filtering disabled to make the difference more noticeable:" msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:263 +#: ../../docs/tutorials/3d/resolution_scaling.rst:264 msgid "Performance does not increase much when decreasing resolution scale" msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:265 +#: ../../docs/tutorials/3d/resolution_scaling.rst:266 msgid "" "If performance doesn't increase much when decreasing resolution scale to a " "value like ``0.5``, it likely means the performance bottleneck is elsewhere " @@ -44026,7 +44021,7 @@ msgid "" "effects enabled for your GPU to handle (such as SDFGI, SSAO or SSR)." msgstr "" -#: ../../docs/tutorials/3d/resolution_scaling.rst:271 +#: ../../docs/tutorials/3d/resolution_scaling.rst:272 msgid "See the :ref:`doc_performance` tutorials for more information." msgstr "" @@ -50700,7 +50695,7 @@ msgid "" "GLTFState class, then the glTF file is generated from that." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "" "Diagram explaining the runtime import and export process for glTF files in " "Godot" @@ -50715,7 +50710,7 @@ msgid "" "scene file, which is what gets used when you run/export your game." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "Diagram explaining the editor import process for glTF files in Godot" msgstr "" @@ -50796,7 +50791,7 @@ msgid "" "same as the glTF import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "Diagram explaining the import process for Blender files in Godot" msgstr "" @@ -50904,7 +50899,7 @@ msgid "" "import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 msgid "Diagram explaining the import process for FBX files in Godot" msgstr "" @@ -52816,10 +52811,10 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/skeleton.rst:24 msgid "" -"Blender put rigged mesh vertices which has no bone weights at its original " -"position, but these vertices would be placed at (0, 0, 0) in Godot, making " -"the mesh deformed. Therefore, the exporter would raise an error for any " -"vertex with no bone weights detected in a rigged mesh." +"Blender puts rigged mesh vertices which have no bone weights at their " +"original position, but these vertices would be placed at (0, 0, 0) in Godot, " +"making the mesh deformed. Therefore, the exporter will raise an error for " +"any vertex with no bone weights detected in a rigged mesh." msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/skeleton.rst:30 @@ -52944,7 +52939,7 @@ msgstr "" msgid "" "Godot and Blender have different structure to store animation data. In Godot " "animation data is stored in an AnimationPlayer node, instead of in each " -"animated node. In order to fix this inconsistence and still make the " +"animated node. In order to fix this inconsistency and still make the " "animation play versatile, this add-on has three animation exporting modes." msgstr "" @@ -53967,7 +53962,7 @@ msgid "Distro-specific one-liners" msgstr "" #: ../../docs/tutorials/audio/text_to_speech.rst:79 -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:194 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:196 msgid "**Arch Linux**" msgstr "" @@ -54217,7 +54212,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/export/exporting_projects.rst:104 -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:408 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:410 #: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:201 msgid "Export templates" msgstr "" @@ -55170,7 +55165,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:219 #: ../../docs/tutorials/export/exporting_for_windows.rst:60 #: ../../docs/tutorials/export/exporting_for_ios.rst:114 -#: ../../docs/tutorials/export/exporting_for_android.rst:182 +#: ../../docs/tutorials/export/exporting_for_android.rst:183 #: ../../docs/tutorials/export/exporting_for_web.rst:392 msgid "Environment variables" msgstr "" @@ -55179,7 +55174,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:221 #: ../../docs/tutorials/export/exporting_for_windows.rst:62 #: ../../docs/tutorials/export/exporting_for_ios.rst:116 -#: ../../docs/tutorials/export/exporting_for_android.rst:184 +#: ../../docs/tutorials/export/exporting_for_android.rst:185 #: ../../docs/tutorials/export/exporting_for_web.rst:394 msgid "" "You can use the following environment variables to set export options " @@ -55195,7 +55190,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:228 #: ../../docs/tutorials/export/exporting_for_windows.rst:69 #: ../../docs/tutorials/export/exporting_for_ios.rst:123 -#: ../../docs/tutorials/export/exporting_for_android.rst:191 +#: ../../docs/tutorials/export/exporting_for_android.rst:192 #: ../../docs/tutorials/export/exporting_for_web.rst:401 msgid "Export option" msgstr "" @@ -55204,7 +55199,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:229 #: ../../docs/tutorials/export/exporting_for_windows.rst:70 #: ../../docs/tutorials/export/exporting_for_ios.rst:124 -#: ../../docs/tutorials/export/exporting_for_android.rst:192 +#: ../../docs/tutorials/export/exporting_for_android.rst:193 #: ../../docs/tutorials/export/exporting_for_web.rst:402 msgid "Environment variable" msgstr "" @@ -55213,7 +55208,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:230 #: ../../docs/tutorials/export/exporting_for_windows.rst:71 #: ../../docs/tutorials/export/exporting_for_ios.rst:125 -#: ../../docs/tutorials/export/exporting_for_android.rst:193 +#: ../../docs/tutorials/export/exporting_for_android.rst:194 #: ../../docs/tutorials/export/exporting_for_web.rst:403 msgid "Encryption / Encryption Key" msgstr "" @@ -55222,7 +55217,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:231 #: ../../docs/tutorials/export/exporting_for_windows.rst:72 #: ../../docs/tutorials/export/exporting_for_ios.rst:126 -#: ../../docs/tutorials/export/exporting_for_android.rst:194 +#: ../../docs/tutorials/export/exporting_for_android.rst:195 #: ../../docs/tutorials/export/exporting_for_web.rst:404 msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "" @@ -56766,28 +56761,33 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:43 msgid "" -"Alternatively, you can install the Android SDK using the `command line tools " -"`__." +"Alternatively, you can install the Android SDK with the `sdkmanager` command " +"line tool." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:45 msgid "" -"Once the command line tools are installed, run the `sdkmanager `__ command to complete " -"the setup process:" +"Install the command line tools package using these `instructions `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:53 +#: ../../docs/tutorials/export/exporting_for_android.rst:46 +msgid "" +"Once the command line tools are installed, run the following `sdkmanager` " +"command to complete the setup process:" +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:54 msgid "" "If you are using Linux, **do not use an Android SDK provided by your " "distribution's repositories as it will often be outdated**." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:58 +#: ../../docs/tutorials/export/exporting_for_android.rst:59 msgid "Create a debug.keystore" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:60 +#: ../../docs/tutorials/export/exporting_for_android.rst:61 msgid "" "Android needs a debug keystore file to install to devices and distribute non-" "release APKs. If you have used the SDK before and have built projects, ant " @@ -56796,13 +56796,13 @@ msgid "" "Windows)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:65 +#: ../../docs/tutorials/export/exporting_for_android.rst:66 msgid "" "If you can't find it or need to generate one, the keytool command from the " "JDK can be used for this purpose::" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:70 +#: ../../docs/tutorials/export/exporting_for_android.rst:71 msgid "" "This will create a ``debug.keystore`` file in your current directory. You " "should move it to a memorable location such as ``%USERPROFILE%\\." @@ -56811,56 +56811,56 @@ msgid "" "godotengine.org/21349/jdk-android-file-missing>`__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:74 +#: ../../docs/tutorials/export/exporting_for_android.rst:75 msgid "" "It is important that the password is the same for the keystore and the key. " "This is a `known Android studio issue `__ that also affects Godot projects." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:79 +#: ../../docs/tutorials/export/exporting_for_android.rst:80 msgid "Setting it up in Godot" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:81 +#: ../../docs/tutorials/export/exporting_for_android.rst:82 msgid "" "Enter the Editor Settings screen. This screen contains the editor settings " "for the user account in the computer (it's independent of the project)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:87 +#: ../../docs/tutorials/export/exporting_for_android.rst:88 msgid "Scroll down to the section where the Android settings are located:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:91 +#: ../../docs/tutorials/export/exporting_for_android.rst:92 msgid "In that screen, 2 paths need to be set:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:93 +#: ../../docs/tutorials/export/exporting_for_android.rst:94 msgid "" "The ``Android Sdk Path`` should be the location where the Android SDK was " "installed. - For example ``%LOCALAPPDATA%\\Android\\Sdk\\`` on Windows or ``/" "Users/$USER/Library/Android/sdk/`` on macOS." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:96 +#: ../../docs/tutorials/export/exporting_for_android.rst:97 msgid "" "The debug ``.keystore`` file - It can be found in the folder where you put " "the ``debug.keystore`` file you created above." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:99 +#: ../../docs/tutorials/export/exporting_for_android.rst:100 msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:103 +#: ../../docs/tutorials/export/exporting_for_android.rst:104 msgid "" "If you get an error saying *\"Could not install to device.\"*, make sure you " "do not have an application with the same Android package name already " "installed on the device (but signed with a different key)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:107 +#: ../../docs/tutorials/export/exporting_for_android.rst:108 msgid "" "If you have an application with the same Android package name but a " "different signing key already installed on the device, you **must** remove " @@ -56868,11 +56868,11 @@ msgid "" "Android again." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:113 +#: ../../docs/tutorials/export/exporting_for_android.rst:114 msgid "Providing launcher icons" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:115 +#: ../../docs/tutorials/export/exporting_for_android.rst:116 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -56880,17 +56880,17 @@ msgid "" "resolution variants." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:117 +#: ../../docs/tutorials/export/exporting_for_android.rst:118 msgid "There are two types of icons required by Godot:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:119 +#: ../../docs/tutorials/export/exporting_for_android.rst:120 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:120 +#: ../../docs/tutorials/export/exporting_for_android.rst:121 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " " Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:129 +#: ../../docs/tutorials/export/exporting_for_android.rst:130 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:130 +#: ../../docs/tutorials/export/exporting_for_android.rst:131 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:132 +#: ../../docs/tutorials/export/exporting_for_android.rst:133 msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:136 +#: ../../docs/tutorials/export/exporting_for_android.rst:137 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:138 +#: ../../docs/tutorials/export/exporting_for_android.rst:139 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:145 +#: ../../docs/tutorials/export/exporting_for_android.rst:146 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -56963,34 +56963,34 @@ msgid "" "studio/publish/app-signing>`__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:148 +#: ../../docs/tutorials/export/exporting_for_android.rst:149 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:152 +#: ../../docs/tutorials/export/exporting_for_android.rst:153 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:153 +#: ../../docs/tutorials/export/exporting_for_android.rst:154 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:154 +#: ../../docs/tutorials/export/exporting_for_android.rst:155 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:156 +#: ../../docs/tutorials/export/exporting_for_android.rst:157 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:161 +#: ../../docs/tutorials/export/exporting_for_android.rst:162 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:163 +#: ../../docs/tutorials/export/exporting_for_android.rst:164 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -57000,7 +57000,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:170 +#: ../../docs/tutorials/export/exporting_for_android.rst:171 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -57011,62 +57011,62 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:177 +#: ../../docs/tutorials/export/exporting_for_android.rst:178 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " "information." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:188 +#: ../../docs/tutorials/export/exporting_for_android.rst:189 msgid "Android export environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:195 +#: ../../docs/tutorials/export/exporting_for_android.rst:196 msgid "Options / Keystore / Debug" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:196 +#: ../../docs/tutorials/export/exporting_for_android.rst:197 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:197 +#: ../../docs/tutorials/export/exporting_for_android.rst:198 msgid "Options / Keystore / Debug User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:198 +#: ../../docs/tutorials/export/exporting_for_android.rst:199 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:199 +#: ../../docs/tutorials/export/exporting_for_android.rst:200 msgid "Options / Keystore / Debug Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:200 +#: ../../docs/tutorials/export/exporting_for_android.rst:201 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:201 +#: ../../docs/tutorials/export/exporting_for_android.rst:202 msgid "Options / Keystore / Release" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:202 +#: ../../docs/tutorials/export/exporting_for_android.rst:203 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:203 +#: ../../docs/tutorials/export/exporting_for_android.rst:204 msgid "Options / Keystore / Release User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:204 +#: ../../docs/tutorials/export/exporting_for_android.rst:205 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:205 +#: ../../docs/tutorials/export/exporting_for_android.rst:206 msgid "Options / Keystore / Release Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:206 +#: ../../docs/tutorials/export/exporting_for_android.rst:207 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" msgstr "" @@ -57581,7 +57581,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:283 -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:121 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:125 msgid "" "Note that for production use cases, this Python-based web server should not " "be used. Instead, you should use an established web server such as Apache or " @@ -57656,7 +57656,7 @@ msgid "HTML5 export environment variables" msgstr "" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:4 -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:413 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:409 msgid "Exporting for dedicated servers" msgstr "" @@ -57812,7 +57812,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:99 -msgid "**Keep:** Export this resource as usual, with visual files interact." +msgid "**Keep:** Export this resource as usual, with visual files intact." msgstr "" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:100 @@ -60255,7 +60255,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:25 msgid "" "We will be using the official demo as an example; you can `download it from " -"the Asset Library `_." +"the Asset Library `_." msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:29 @@ -70695,7 +70695,7 @@ msgstr "" msgid "" "There are many ways to create mappings. One option is to use the mapping " "wizard in the `official Joypads demo `__. Once you have a working mapping for your controller, you can " +"asset/2785>`__. Once you have a working mapping for your controller, you can " "test it by defining the ``SDL_GAMECONTROLLERCONFIG`` environment variable " "before running Godot:" msgstr "" @@ -71100,7 +71100,7 @@ msgid "The formula for dot product takes two common forms:" msgstr "" #: ../../docs/tutorials/math/vector_math.rst:272 -#: ../../docs/tutorials/scripting/singletons_autoload.rst:268 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:255 msgid "and" msgstr "" @@ -73139,10 +73139,11 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:97 msgid "" -"Define the moveable navigation area with the NavigationPolygon draw tool." +"Define the movable navigation area with the NavigationPolygon draw tool. " +"Then click the `Bake NavigationPolygon`` button on the toolbar." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:103 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:104 msgid "" "The navigation mesh defines the area where an actor can stand and move with " "its center. Leave enough margin between the navigation polygon edges and " @@ -73150,24 +73151,24 @@ msgid "" "collision." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:106 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:107 msgid "" "Add a CharacterBody2D node in the scene with a basic collision shape and a " "sprite or mesh for visuals." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:109 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:110 msgid "Add a NavigationAgent2D node below the character node." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:113 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:114 msgid "" "Add the following script to the CharacterBody2D node. We make sure to set a " "movement target after the scene has fully loaded and the NavigationServer " "had time to sync." msgstr "" -#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:215 +#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:216 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:217 msgid "" "On the first frame the NavigationServer map has not synchronized region data " @@ -74531,7 +74532,7 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:19 msgid "" "2D and 3D versions of ``NavigationPathQueryResult`` are available as :ref:" -"`NavigationPathQuerResult2D` and :ref:" +"`NavigationPathQueryResult2D` and :ref:" "`NavigationPathQueryResult3D` " "respectively." msgstr "" @@ -75126,7 +75127,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:53 -msgid "Procedual obstacles" +msgid "Procedural obstacles" msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:55 @@ -75578,8 +75579,8 @@ msgstr "" msgid "" "If the avoidance behavior should also change with the locomotion e.g. only " "avoid while standing or only avoid other agents in the same locomotion " -"state, switch the actors's avoidance agent to another avoidance map with " -"each locomotion change." +"state, switch the actor's avoidance agent to another avoidance map with each " +"locomotion change." msgstr "" #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:43 @@ -76009,13 +76010,6 @@ msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:41 msgid "" -"If you want to use your low-level networking library of choice instead of " -"Godot's built-in networking, see here for an example: https://github.com/" -"PerduGames/gdnet3" -msgstr "" - -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:45 -msgid "" "Adding networking to your game comes with some responsibility. It can make " "your application vulnerable if done wrong and may lead to cheats or " "exploits. It may even allow an attacker to compromise the machines your " @@ -76023,32 +76017,32 @@ msgid "" "steal your users' data if they play your game." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:50 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:46 msgid "" "This is always the case when networking is involved and has nothing to do " "with Godot. You can of course experiment, but when you release a networked " "application, always take care of any possible security concerns." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:55 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:51 msgid "Mid-level abstraction" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:57 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:53 msgid "" "Before going into how we would like to synchronize a game across the " "network, it can be helpful to understand how the base network API for " "synchronization works." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:59 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:55 msgid "" "Godot uses a mid-level object :ref:`MultiplayerPeer " "`. This object is not meant to be created directly, " "but is designed so that several C++ implementations can provide it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:62 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:58 msgid "" "This object extends from :ref:`PacketPeer `, so it " "inherits all the useful methods for serializing, sending and receiving data. " @@ -76056,7 +76050,7 @@ msgid "" "includes signals that will let you know when peers connect or disconnect." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:64 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:60 msgid "" "This class interface can abstract most types of network layers, topologies " "and libraries. By default, Godot provides an implementation based on ENet (:" @@ -76067,18 +76061,18 @@ msgid "" "console-specific networking APIs." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:70 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:66 msgid "" "For most common cases, using this object directly is discouraged, as Godot " "provides even higher level networking facilities. This object is still made " "available in case a game has specific needs for a lower-level API." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:74 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:70 msgid "Hosting considerations" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:76 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:72 msgid "" "When hosting a server, clients on your :abbr:`LAN (Local Area Network)` can " "connect using the internal IP address which is usually of the form ``192.168." @@ -76086,14 +76080,14 @@ msgid "" "clients." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:81 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:77 msgid "" "On Windows, you can find your internal IP address by opening a command " "prompt and entering ``ipconfig``. On macOS, open a Terminal and enter " "``ifconfig``. On Linux, open a terminal and enter ``ip addr``." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:85 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:81 msgid "" "If you're hosting a server on your own machine and want non-LAN clients to " "connect to it, you'll probably have to *forward* the server port on your " @@ -76103,7 +76097,7 @@ msgid "" "uses UDP, so you must forward the port in UDP, not just TCP." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:93 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:89 msgid "" "After forwarding an UDP port and making sure your server uses that port, you " "can use `this website `__ to find your public IP " @@ -76111,30 +76105,30 @@ msgid "" "to connect to your server." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:98 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:94 msgid "" "Godot's high-level multiplayer API uses a modified version of ENet which " "allows for full IPv6 support." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:102 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:98 msgid "Initializing the network" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:104 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:100 msgid "" "High level networking in Godot is managed by the :ref:`SceneTree " "`." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:106 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:102 msgid "" "Each node has a ``multiplayer`` property, which is a reference to the " "``MultiplayerAPI`` instance configured for it by the scene tree. Initially, " "every node is configured with the same default ``MultiplayerAPI`` object." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:109 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:105 msgid "" "It is possible to create a new ``MultiplayerAPI`` object and assign it to a " "``NodePath`` in the the scene tree, which will override ``multiplayer`` for " @@ -76143,17 +76137,17 @@ msgid "" "server and a client simultaneously in one instance of Godot." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:120 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:116 msgid "" "To initialize networking, a ``MultiplayerPeer`` object must be created, " "initialized as a server or client, and passed to the ``MultiplayerAPI``." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:135 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:131 msgid "To terminate networking:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:143 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:139 #: ../../docs/tutorials/networking/http_client_class.rst:14 #: ../../docs/tutorials/networking/websocket.rst:27 #: ../../docs/tutorials/networking/webrtc.rst:44 @@ -76164,64 +76158,64 @@ msgid "" "Android." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:149 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:145 msgid "Managing connections" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:151 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:147 msgid "" "Every peer is assigned a unique ID. The server's ID is always 1, and clients " "are assigned a random positive integer." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:153 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:149 msgid "" "Responding to connections or disconnections is possible by connecting to " "``MultiplayerAPI``'s signals:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:155 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:151 msgid "" "``peer_connected(id: int)`` This signal is emitted with the newly connected " "peer's ID on each other peer, and on the new peer multiple times, once with " "each other peer's ID." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:156 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:152 msgid "" "``peer_disconnected(id: int)`` This signal is emitted on every remaining " "peer when one disconnects." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:158 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:154 msgid "The rest are only emitted on clients:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:160 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:156 msgid "``connected_to_server()``" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:161 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:157 msgid "``connection_failed()``" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:162 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:158 msgid "``server_disconnected()``" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:164 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:160 msgid "To get the unique ID of the associated peer:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:170 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:166 msgid "To check whether the peer is server or client:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:177 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:173 msgid "Remote procedure calls" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:179 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:175 msgid "" "Remote procedure calls, or RPCs, are functions that can be called on other " "peers. To create one, use the ``@rpc`` annotation before a function " @@ -76229,11 +76223,11 @@ msgid "" "every peer, or ``rpc_id()`` to call in a specific peer." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:193 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:189 msgid "RPCs will not serialize objects or callables." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:195 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:191 msgid "" "For a remote call to be successful, the sending and receiving node need to " "have the same ``NodePath``, which means they must have the same name. When " @@ -76241,7 +76235,7 @@ msgid "" "argument ``force_readable_name`` to ``true``." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:201 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:197 msgid "" "If a function is annotated with ``@rpc`` on the client script (resp. server " "script), then this function must also be declared on the server script " @@ -76251,7 +76245,7 @@ msgid "" "server scripts, **even functions that are currently not in use**." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:207 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:203 msgid "" "The signature of the RPC includes the ``@rpc()`` declaration, the function, " "return type, AND the nodepath. If an RPC resides in a script attached to ``/" @@ -76261,7 +76255,7 @@ msgid "" "pass** signature matching)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:213 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:209 msgid "" "If these conditions are not met (if all RPCs do not pass signature " "matching), the script may print an error or cause unwanted behavior. The " @@ -76269,63 +76263,63 @@ msgid "" "building and testing." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:217 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:213 msgid "" "See further explanation and troubleshooting on `this post `__." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:219 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:215 msgid "" "The annotation can take a number of arguments, which have default values. " "``@rpc`` is equivalent to:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:225 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:221 msgid "The parameters and their functions are as follows:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:227 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:223 msgid "``mode``:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:229 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:225 msgid "" "``\"authority\"``: Only the multiplayer authority (the server) can call " "remotely." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:230 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:226 msgid "" "``\"any_peer\"``: Clients are allowed to call remotely. Useful for " "transferring user input." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:232 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:228 msgid "``sync``:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:234 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:230 msgid "``\"call_remote\"``: The function will not be called on the local peer." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:235 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:231 msgid "" "``\"call_local\"``: The function can be called on the local peer. Useful " "when the server is also a player." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:237 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:233 msgid "``transfer_mode``:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:239 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:235 msgid "" "``\"unreliable\"`` Packets are not acknowledged, can be lost, and can arrive " "at any order." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:240 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:236 msgid "" "``\"unreliable_ordered\"`` Packets are received in the order they were sent " "in. This is achieved by ignoring packets that arrive later if another that " @@ -76333,40 +76327,40 @@ msgid "" "incorrectly." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:241 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:237 msgid "" "``\"reliable\"`` Resend attempts are sent until packets are acknowledged, " "and their order is preserved. Has a significant performance penalty." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:243 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:239 msgid "``transfer_channel`` is the channel index." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:245 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:241 msgid "" "The first 3 can be passed in any order, but ``transfer_channel`` must always " "be last." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:247 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:243 msgid "" "The function ``multiplayer.get_remote_sender_id()`` can be used to get the " "unique id of an rpc sender, when used within the function called by rpc." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:263 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:259 msgid "Channels" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:264 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:260 msgid "" "Modern networking protocols support channels, which are separate connections " "within the connection. This allows for multiple streams of packets that do " "not interfere with each other." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:267 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:263 msgid "" "For example, game chat related messages and some of the core gameplay " "messages should all be sent reliably, but a gameplay message should not wait " @@ -76374,7 +76368,7 @@ msgid "" "different channels." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:270 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:266 msgid "" "Channels are also useful when used with the unreliable ordered transfer " "mode. Sending packets of variable size with this transfer mode can cause " @@ -76384,37 +76378,37 @@ msgid "" "latency penalty caused by reliable mode." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:274 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:270 msgid "" "The default channel with index 0 is actually three different channels - one " "for each transfer mode." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:277 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:273 msgid "Example lobby implementation" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:279 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:275 msgid "" "This is an example lobby that can handle peers joining and leaving, notify " "UI scenes through signals, and start the game after all clients have loaded " "the game scene." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:394 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:390 msgid "" "The game scene's root node should be named Game. In the script attached to " "it:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:415 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:411 msgid "" "Once you've made a multiplayer game, you may want to export it to run it on " "a dedicated server with no GPU available. See :ref:" "`doc_exporting_for_dedicated_servers` for more information." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:421 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:417 msgid "" "The code samples on this page aren't designed to run on a dedicated server. " "You'll have to modify them so the server isn't considered to be a player. " @@ -78652,7 +78646,7 @@ msgid "" "thousands, GDScript should be fine." msgstr "" -#: ../../docs/tutorials/performance/optimizing_3d_performance.rst:1 +#: ../../docs/tutorials/performance/optimizing_3d_performance.rst:-1 msgid "optimization" msgstr "" @@ -81156,7 +81150,7 @@ msgstr "" msgid "" "You can download the Platformer3D demo on `GitHub `_ or using the " -"`Asset Library `_." +"`Asset Library `_." msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:16 @@ -81518,7 +81512,7 @@ msgstr "" msgid "" "You can download the Platformer3D demo on `GitHub `_ or `the Asset " -"Library `_." +"Library `_." msgstr "" #: ../../docs/tutorials/physics/soft_body.rst:39 @@ -82038,7 +82032,7 @@ msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:54 msgid "" "**Double-precision float range (represent all integers):** Between -9 " -"quadrillon and 9 quadrillon" +"quadrillion and 9 quadrillion" msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:57 @@ -83728,9 +83722,9 @@ msgstr "" #: ../../docs/tutorials/platform/android/android_plugin.rst:315 msgid "" -"If targetting this use-case, make sure to include additional instructions " -"for how the ``AAR`` binaries should be included (e.g: custom additions to " -"the Android app's manifest)." +"If targeting this use-case, make sure to include additional instructions for " +"how the ``AAR`` binaries should be included (e.g: custom additions to the " +"Android app's manifest)." msgstr "" #: ../../docs/tutorials/platform/android/android_plugin.rst:318 @@ -85140,8 +85134,8 @@ msgstr "" msgid "Properties" msgstr "" -#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:189 #: ../../docs/tutorials/platform/web/html5_shell_classref.rst:0 +#: ../../docs/tutorials/platform/web/html5_shell_classref.rst:189 msgid "type" msgstr "" @@ -87172,7 +87166,7 @@ msgstr "" #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:100 msgid "" "You can implement four other methods to add controls to the inspector at " -"specific positions. The ``parse_begin()`` and ``parse_end()`` methods are " +"specific positions. The ``_parse_begin()`` and ``_parse_end()`` methods are " "called only once at the beginning and the end of parsing for each object, " "respectively. They can add controls at the top or bottom of the inspector " "layout by calling ``add_custom_control()``." @@ -87180,7 +87174,7 @@ msgstr "" #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:106 msgid "" -"As the editor parses the object, it calls the ``parse_category()`` and " +"As the editor parses the object, it calls the ``_parse_category()`` and " "``_parse_property()`` methods. There, in addition to " "``add_custom_control()``, you can call both ``add_property_editor()`` and " "``add_property_editor_for_multiple_properties()``. Use these last two " @@ -88088,7 +88082,16 @@ msgid "" "viewport will be resized and stretched to different screen sizes." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:75 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:77 +msgid "" +"On this page, *window* refers to the screen area allotted to your game by " +"the system, while *viewport* refers to the root object (accessible from " +"``get_tree().root``) which the game controls to fill this screen area. This " +"viewport is a :ref:`Window ` instance. Recall from the :ref:" +"`introduction ` that *all* Window objects are viewports." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:83 msgid "" "To configure the stretch base size at runtime from a script, use the " "``get_tree().root.content_scale_size`` property (see :ref:`Window." @@ -88099,7 +88102,7 @@ msgid "" "adjust." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:85 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:93 msgid "" "Godot follows a modern approach to multiple resolutions. The engine will " "never change the monitor's resolution on its own. While changing the " @@ -88109,25 +88112,25 @@ msgid "" "handle resolution changes as well as Windows." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:92 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:100 msgid "" "Changing the monitor's resolution also removes any control from the game " "developer over filtering and aspect ratio stretching, which can be important " "to ensure correct display for pixel art games." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:96 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:104 msgid "" "On top of that, changing the monitor's resolution makes alt-tabbing in and " "out of a game much slower since the monitor has to change resolutions every " "time this is done." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:101 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:109 msgid "Resizing" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:103 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:111 msgid "" "There are several types of devices, with several types of screens, which in " "turn have different pixel density and resolutions. Handling all of them can " @@ -88138,7 +88141,7 @@ msgid "" "by calling ``get_tree().root`` or ``get_node(\"/root\")``)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:112 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:120 msgid "" "In any case, while changing the root Viewport params is probably the most " "flexible way to deal with the problem, it can be a lot of work, code and " @@ -88146,42 +88149,37 @@ msgid "" "handle multiple resolutions." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:118 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:126 msgid "Stretch settings" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:120 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:128 msgid "" "Stretch settings are located in the project settings and provide several " "options:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:125 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:133 msgid "Stretch Mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:127 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:135 msgid "" "The **Stretch Mode** setting defines how the base size is stretched to fit " -"the resolution of the window or screen." +"the resolution of the window or screen. The animations below use a \"base " +"size\" of just 16×9 pixels to demonstrate the effect of different stretch " +"modes. A single sprite, also 16×9 pixels in size, covers the entire " +"viewport, and a diagonal :ref:`Line2D ` is added on top of it:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:132 -msgid "" -"The animations below use a \"base size\" of just 16×9 pixels to demonstrate " -"the effect of different stretch modes. A single sprite, also 16×9 pixels in " -"size, covers the entire viewport, and a diagonal :ref:`Line2D " -"` is added on top of it:" -msgstr "" - -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:142 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:146 msgid "" "**Stretch Mode = Disabled** (default): No stretching happens. One unit in " "the scene corresponds to one pixel on the screen. In this mode, the " "**Stretch Aspect** setting has no effect." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:148 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:152 msgid "" "**Stretch Mode = Canvas Items**: In this mode, the base size specified in " "width and height in the project settings is stretched to cover the whole " @@ -88191,7 +88189,7 @@ msgid "" "and screen pixels, which may result in scaling artifacts." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:158 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:162 msgid "" "**Stretch Mode = Viewport**: Viewport scaling means that the size of the " "root :ref:`Viewport ` is set precisely to the base size " @@ -88200,7 +88198,7 @@ msgid "" "screen (taking the **Stretch Aspect** setting into account)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:167 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:171 msgid "" "To configure the stretch mode at runtime from a script, use the ``get_tree()." "root.content_scale_mode`` property (see :ref:`Window.content_scale_mode " @@ -88208,17 +88206,17 @@ msgid "" "` enum)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:173 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:177 msgid "Stretch Aspect" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:175 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:179 msgid "" "The second setting is the stretch aspect. Note that this only takes effect " "if **Stretch Mode** is set to something other than **Disabled**." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:178 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:182 msgid "" "In the animations below, you will notice gray and black areas. The black " "areas are added by the engine and cannot be drawn into. The gray areas are " @@ -88226,7 +88224,7 @@ msgid "" "region outside the blue frame you see in the 2D editor." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:183 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:187 msgid "" "**Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching the " "screen. This means that the original resolution will be stretched to exactly " @@ -88234,7 +88232,7 @@ msgid "" "nonuniform stretching: things looking wider or taller than designed." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:191 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:195 msgid "" "**Stretch Aspect = Keep**: Keep aspect ratio when stretching the screen. " "This means that the viewport retains its original size regardless of the " @@ -88242,13 +88240,13 @@ msgid "" "screen (\"letterboxing\") or the sides (\"pillarboxing\")." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:197 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:201 msgid "" "This is a good option if you know the aspect ratio of your target devices in " "advance, or if you don't want to handle different aspect ratios." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:203 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:207 msgid "" "**Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the " "screen. If the screen is wider than the base size, black bars are added at " @@ -88258,13 +88256,13 @@ msgid "" "\"Expand Vertically\"." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:210 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:214 msgid "" "This is usually the best option for creating GUIs or HUDs that scale, so " "some controls can be anchored to the bottom (:ref:`doc_size_and_anchors`)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:216 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:220 msgid "" "**Stretch Aspect = Keep Height**: Keep aspect ratio when stretching the " "screen. If the screen is taller than the base size, black bars are added at " @@ -88274,13 +88272,13 @@ msgid "" "\"Expand Horizontally\"." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:223 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:227 msgid "" "This is usually the best option for 2D games that scroll horizontally (like " "runners or platformers)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:228 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:232 msgid "" "**Stretch Aspect = Expand**: Keep aspect ratio when stretching the screen, " "but keep neither the base width nor height. Depending on the screen aspect " @@ -88289,7 +88287,7 @@ msgid "" "screen is taller than the original size)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:239 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:243 msgid "" "To support both portrait and landscape mode with a similar automatically " "determined scale factor, set your project's base resolution to be a *square* " @@ -88299,13 +88297,13 @@ msgid "" "Project Settings." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:246 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:250 msgid "" "To allow the user to choose their preferred screen orientation at run-time, " "remember to set **Display > Window > Handheld > Orientation** to ``sensor``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:249 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:253 msgid "" "To configure the stretch aspect at runtime from a script, use the " "``get_tree().root.content_scale_aspect`` property (see :ref:`Window." @@ -88313,18 +88311,18 @@ msgid "" "ref:`ContentScaleAspect ` enum)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:257 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:261 msgid "Stretch Scale" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:259 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:263 msgid "" "The **Scale** setting allows you to add an extra scaling factor on top of " "what the **Stretch** options above already provide. The default value of " "``1.0`` means that no additional scaling occurs." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:263 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:267 msgid "" "For example, if you set **Scale** to ``2.0`` and leave **Stretch Mode** on " "**Disabled**, each unit in your scene will correspond to 2×2 pixels on the " @@ -88332,7 +88330,7 @@ msgid "" "applications." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:267 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:271 msgid "" "If **Stretch Mode** is set to **canvas_items**, 2D elements will be scaled " "relative to the base window size, then multiplied by the **Scale** setting. " @@ -88340,25 +88338,25 @@ msgid "" "determined scale to their liking, for better accessibility." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:272 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:276 msgid "" "If **Stretch Mode** is set to **viewport**, the viewport's resolution is " "divided by **Scale**. This makes pixels look larger and reduces rendering " "resolution (with a given window size), which can improve performance." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:276 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:280 msgid "" "To configure the stretch scale at runtime from a script, use the " "``get_tree().root.content_scale_factor`` property (see :ref:`Window." "content_scale_factor `)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:283 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:287 msgid "Stretch Scale Mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:285 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:289 msgid "" "Since Godot 4.2, the **Stretch Scale Mode** setting allows you to constrain " "the automatically determined scale factor (as well as the manually specified " @@ -88370,43 +88368,43 @@ msgid "" "useful to prevent distortion when displaying pixel art." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:294 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:298 msgid "" "Compare this pixel art which is displayed with the ``viewport`` stretch " "mode, with the stretch scale mode set to ``fractional``:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:301 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:305 msgid "Fractional scaling example (incorrect pixel art appearance)" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:301 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:305 msgid "" "Checkerboard doesn't look \"even\". Line widths in the logo and text varies " "wildly." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:303 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:307 msgid "" "This pixel art is also displayed with the ``viewport`` stretch mode, but the " "stretch scale mode is set to ``integer`` this time:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:310 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:314 msgid "Integer scaling example (correct pixel art appearance)" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:310 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:314 msgid "Checkerboard looks perfectly even. Line widths are consistent." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:312 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:316 msgid "" "For example, if your viewport base size is 640×360 and the window size is " "1366×768:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:314 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:318 msgid "" "When using ``fractional``, the viewport is displayed at a resolution of " "1366×768 (scale factor is roughly 2.133×). The entire window space is used. " @@ -88416,7 +88414,7 @@ msgid "" "of pixel art." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:319 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:323 msgid "" "When using ``integer``, the viewport is displayed at a resolution of " "1280×720 (scale factor is 2×). The remaining space is filled with black bars " @@ -88424,7 +88422,7 @@ msgid "" "pixels in the displayed area." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:324 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:328 msgid "" "This setting is effective with any stretch mode. However, when using the " "``disabled`` stretch mode, it will only affect the **Stretch Scale** setting " @@ -88434,7 +88432,7 @@ msgid "" "``viewport`` stretch mode with the ``integer`` scale mode)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:333 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:337 #: ../../docs/tutorials/rendering/jitter_stutter.rst:103 msgid "" "Games should use the **Exclusive Fullscreen** window mode, as opposed to " @@ -88442,7 +88440,7 @@ msgid "" "treating the window as if it was exclusive fullscreen." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:337 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:341 #: ../../docs/tutorials/rendering/jitter_stutter.rst:107 msgid "" "**Fullscreen** is meant to be used by GUI applications that want to use per-" @@ -88452,32 +88450,32 @@ msgid "" "Windows to reduce jitter and input lag for fullscreen games." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:343 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:347 msgid "" "When using integer scaling, this is particularly important as the 1-pixel " "height reduction from the **Fullscreen** mode can cause integer scaling to " "use a smaller scale factor than expected." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:348 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:352 msgid "Common use case scenarios" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:350 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:354 msgid "" "The following settings are recommended to support multiple resolutions and " "aspect ratios well." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:354 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:358 msgid "Desktop game" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:356 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:360 msgid "**Non-pixel art:**" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:358 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:362 msgid "" "Set the base window width to ``1920`` and window height to ``1080``. If you " "have a display smaller than 1920×1080, set **Window Width Override** and " @@ -88485,7 +88483,7 @@ msgid "" "the project starts." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:361 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:365 msgid "" "Alternatively, if you're targeting high-end devices primarily, set the base " "window width to ``3840`` and window height to ``2160``. This allows you to " @@ -88496,34 +88494,34 @@ msgid "" "`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:368 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:414 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:441 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:372 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:418 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:445 msgid "Set the stretch mode to ``canvas_items``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:369 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:415 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:442 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:373 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:419 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:446 msgid "" "Set the stretch aspect to ``expand``. This allows for supporting multiple " "aspect ratios and makes better use of tall smartphone displays (such as 18:9 " "or 19:9 aspect ratios)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:371 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:417 -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:444 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:375 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:421 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:448 msgid "" "Configure Control nodes' anchors to snap to the correct corners using the " "**Layout** menu." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:373 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:377 msgid "**Pixel art:**" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:375 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:379 msgid "" "Set the base window size to the viewport size you intend to use. Most pixel " "art games use viewport sizes between 256×224 and 640×480. 640×360 is a good " @@ -88533,30 +88531,30 @@ msgid "" "of the game world at a given time." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:381 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:385 msgid "Set the stretch mode to ``viewport``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:382 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:386 msgid "" "Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with " "black bars). As an alternative, you can set the stretch aspect to ``expand`` " "to support multiple aspect ratios." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:385 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:389 msgid "" "If using the ``expand`` stretch aspect, Configure Control nodes' anchors to " "snap to the correct corners using the **Layout** menu." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:387 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:391 msgid "" "Set the stretch scale mode to ``integer``. This prevents uneven pixel " "scaling from occurring, which makes pixel art not display as intended." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:392 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:396 msgid "" "The ``viewport`` stretch mode provides low-resolution rendering that is then " "stretched to the final window size. If you are OK with sprites being able to " @@ -88565,21 +88563,21 @@ msgid "" "``viewport`` stretch mode." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:399 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:403 msgid "Mobile game in landscape mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:401 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:405 msgid "" "Godot is configured to use landscape mode by default. This means you don't " "need to change the display orientation project setting." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:404 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:408 msgid "Set the base window width to ``1280`` and window height to ``720``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:405 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:409 msgid "" "Alternatively, if you're targeting high-end devices primarily, set the base " "window width to ``1920`` and window height to ``1080``. This allows you to " @@ -88592,7 +88590,7 @@ msgid "" "`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:421 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:425 msgid "" "To better support tablets and foldable phones (which frequently feature " "displays with aspect ratios close to 4:3), consider using a base resolution " @@ -88601,15 +88599,15 @@ msgid "" "base window height to ``960``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:428 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:432 msgid "Mobile game in portrait mode" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:430 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:434 msgid "Set the base window width to ``720`` and window height to ``1280``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:431 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:435 msgid "" "Alternatively, if you're targeting high-end devices primarily, set the base " "window width to ``1080`` and window height to ``1920``. This allows you to " @@ -88622,11 +88620,11 @@ msgid "" "`doc_multiple_resolutions_reducing_aliasing_on_downsampling`." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:440 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:444 msgid "Set **Display > Window > Handheld > Orientation** to ``portrait``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:448 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:452 msgid "" "To better support tablets and foldable phones (which frequently feature " "displays with aspect ratios close to 4:3), consider using a base resolution " @@ -88635,35 +88633,36 @@ msgid "" "base window height to ``1280``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:455 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:459 msgid "Non-game application" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:457 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:461 msgid "" "Set the base window width and height to the smallest window size that you " "intend to target. This is not required, but this ensures that you design " "your UI with small window sizes in mind." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:459 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:463 msgid "Keep the stretch mode to its default value, ``disabled``." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:460 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:464 msgid "" "Keep the stretch aspect to its default value, ``ignore`` (its value won't be " "used since the stretch mode is ``disabled``)." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:462 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:466 msgid "" -"You can define a minimum window size by setting ``OS.min_window_size`` in a " -"script's ``_ready()`` function. This prevents the user from resizing the " -"application below a certain size, which could break the UI layout." +"You can define a minimum window size by calling ``get_window()." +"set_min_size()`` in a script's ``_ready()`` function. This prevents the user " +"from resizing the application below a certain size, which could break the UI " +"layout." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:468 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:472 msgid "" "Godot doesn't support manually overriding the 2D scale factor yet, so it is " "not possible to have hiDPI support in non-game applications. Due to this, it " @@ -88671,50 +88670,76 @@ msgid "" "allow for the OS to use its low-DPI fallback." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:474 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:478 msgid "hiDPI support" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:476 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:480 msgid "" -"By default, Godot projects aren't considered DPI-aware by the operating " -"system. This is done to improve performance on low-end systems, since the " -"operating system's DPI fallback scaling will be faster than letting the " -"application scale itself (even when using the ``viewport`` stretch mode)." +"By default, Godot projects are considered DPI-aware by the operating system. " +"This is controlled by the **Display > Window > Dpi > Allow Hidpi** project " +"setting, which should be left enabled whenever possible. Disabling DPI " +"awareness can break fullscreen behavior on Windows." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:481 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:485 msgid "" -"However, the OS-provided DPI fallback scaling doesn't play well with " -"fullscreen mode. If you want crisp visuals on hiDPI displays or if project " -"uses fullscreen, it's recommended to enable **Display > Window > Dpi > Allow " -"Hidpi** in the Project Settings." +"Since Godot projects are DPI-aware, they may appear at a very small window " +"size when launching on an hiDPI display (proportionally to the screen " +"resolution). For a game, the most common way to work around this issue is to " +"make them fullscreen by default. Alternatively, you could set the window " +"size in an :ref:`autoload `'s ``_ready()`` function " +"according to the screen size." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:486 -msgid "" -"**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all " -"other platforms." +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:492 +msgid "To ensure 2D elements don't appear too small on hiDPI displays:" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:491 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:494 +msgid "" +"For games, use the ``canvas_items`` or ``viewport`` stretch modes so that 2D " +"elements are automatically resized according to the current window size." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:496 +msgid "" +"For non-game applications, use the ``disabled`` stretch mode and set the " +"stretch scale to a value corresponding to the display scale factor in an :" +"ref:`autoload `'s ``_ready()`` function. The " +"display scale factor is set in the operating system's settings and can be " +"queried using :ref:" +"`screen_get_scale`. This method " +"is currently only implemented on macOS. On other operating systems, you will " +"need to implement a method to guess the display scale factor based on the " +"screen resolution (with a setting to let the user override this if needed). " +"This is the approach currently used by the Godot editor." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:506 +msgid "" +"The **Allow Hidpi** setting is only effective on Windows and macOS. It's " +"ignored on all other platforms." +msgstr "" + +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:511 msgid "" "The Godot editor itself is always marked as DPI-aware. Running the project " "from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the " "Project Settings." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:498 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:518 msgid "Reducing aliasing on downsampling" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:500 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:520 msgid "" "If the game has a very high base resolution (e.g. 3840×2160), aliasing might " "appear when downsampling to something considerably lower like 1280×720." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:503 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:523 msgid "" "To resolve this, you can :ref:`enable mipmaps " "` on all your 2D textures. However, enabling " @@ -88722,11 +88747,11 @@ msgid "" "devices." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:508 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:528 msgid "Handling aspect ratios" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:510 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:530 msgid "" "Once scaling for different resolutions is accounted for, make sure that your " "*user interface* also scales for different aspect ratios. This can be done " @@ -88734,11 +88759,11 @@ msgid "" "`." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:516 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:536 msgid "Field of view scaling" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:518 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:538 msgid "" "The 3D Camera node's **Keep Aspect** property defaults to the **Keep " "Height** scaling mode (also called *Hor+*). This is usually the best value " @@ -88746,7 +88771,7 @@ msgid "" "will automatically use a wider field of view." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:523 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:543 msgid "" "However, if your 3D game is intended to be played in portrait mode, it may " "make more sense to use **Keep Width** instead (also called *Vert-*). This " @@ -88754,11 +88779,11 @@ msgid "" "a *taller* field of view, which is more logical here." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:529 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:549 msgid "Scaling 2D and 3D elements differently using Viewports" msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:531 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:551 msgid "" "Using multiple Viewport nodes, you can have different scales for various " "elements. For instance, you can use this to render the 3D world at a low " @@ -88767,7 +88792,7 @@ msgid "" "elements crisp." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:536 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:556 msgid "" "This is done by using the root Viewport node only for 2D elements, then " "creating a Viewport node to display the 3D world and displaying it using a " @@ -88777,7 +88802,7 @@ msgid "" "scaled 3D viewports look better in many cases." msgstr "" -#: ../../docs/tutorials/rendering/multiple_resolutions.rst:543 +#: ../../docs/tutorials/rendering/multiple_resolutions.rst:563 msgid "" "See the `3D viewport scaling demo `__ for examples." @@ -88998,7 +89023,7 @@ msgid "" "(typically ``60``) work best when physics interpolation is disabled, as they " "will avoid jitter. This means values such as ``120``, ``180`` and ``240`` " "are good starting points. As a bonus, higher physics FPSes make tunneling " -"and physics unstability issues less likely to occur." +"and physics instability issues less likely to occur." msgstr "" #: ../../docs/tutorials/rendering/jitter_stutter.rst:173 @@ -94284,7 +94309,7 @@ msgid "" "You've probably encountered a lack of autocomplete suggestions after a dot:" msgstr "" -#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:None +#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:-1 msgid "Completion options for dynamic typed code." msgstr "" @@ -94295,7 +94320,7 @@ msgid "" "get all methods, properties, constants, etc. from the value:" msgstr "" -#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:None +#: ../../docs/tutorials/scripting/gdscript/static_typing.rst:-1 msgid "Completion options for static typed code." msgstr "" @@ -99427,7 +99452,7 @@ msgid "``double`` (Godot stores 64-bit floats in Variant)" msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:42 -#: ../../docs/tutorials/scripting/creating_script_templates.rst:231 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:233 msgid "``String``" msgstr "" @@ -101289,7 +101314,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/scripting/gdextension/index.rst:2 -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:65 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:69 msgid "GDExtension" msgstr "" @@ -101881,7 +101906,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:445 -#: ../../docs/tutorials/scripting/creating_script_templates.rst:70 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:72 #: ../../docs/contributing/development/core_and_modules/object_class.rst:143 #: ../../docs/contributing/documentation/class_reference_primer.rst:223 msgid "For example:" @@ -102960,10 +102985,9 @@ msgstr "" #: ../../docs/tutorials/scripting/debug/the_profiler.rst:62 msgid "" -"In Godot 3, **Frame Time** includes rendering time. Say you find a " -"mysterious spike of lag in your game, but your physics and scripts are all " -"running fast. The delay could be due to the appearance of particles or " -"visual effects!" +"**Frame Time** includes rendering time. Say you find a mysterious spike of " +"lag in your game, but your physics and scripts are all running fast. The " +"delay could be due to the appearance of particles or visual effects!" msgstr "" #: ../../docs/tutorials/scripting/debug/the_profiler.rst:67 @@ -103946,16 +103970,18 @@ msgstr "" #: ../../docs/tutorials/scripting/creating_script_templates.rst:36 msgid "" -"If no ``script_templates`` is detected, Godot will create a default set of " -"built-in templates automatically, so this logic can be used to reset the " -"default templates in case you've accidentally overwritten them." -msgstr "" - -#: ../../docs/tutorials/scripting/creating_script_templates.rst:41 -msgid "Project-defined templates" +"If you're getting Godot from somewhere other than the official website, such " +"as Steam, the folder might be in a different location. You can find it using " +"the Godot editor. Go to ``Editor > Open Editor Data/Settings Folder`` and it " +"will open a folder in your file browser, inside that folder is the " +"``script_templates`` folder." msgstr "" #: ../../docs/tutorials/scripting/creating_script_templates.rst:43 +msgid "Project-defined templates" +msgstr "" + +#: ../../docs/tutorials/scripting/creating_script_templates.rst:45 msgid "" "The default path to search for templates is the ``res://script_templates/`` " "directory. The path can be changed by configuring the ``editor/" @@ -103963,102 +103989,102 @@ msgid "" "`, both via code and the editor." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:48 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:50 msgid "" "If no ``script_templates`` directory is found within a project, it is simply " "ignored." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:52 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:54 msgid "Template organization and naming" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:54 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:56 msgid "" "Both editor and project defined templates are organized in the following way:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:60 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:62 msgid "where:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:62 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:64 msgid "" "``template_path`` is one of the 2 locations discussed in the previous two " "sections" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:64 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:66 msgid "" "``node_type`` is the node it will apply to (for example, :ref:`Node " "`, or :ref:`CharacterBody3D `)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:66 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:68 msgid "" "``file`` is the custom name you can chose for the template (for example: " "``platformer_movement`` or ``smooth_camera``)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:68 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:70 msgid "" "``extension``: will indicate which language the template will apply to (it " "should be ``gd`` for GDScript or ``cs`` for C#)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:72 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:74 msgid "``template_scripts/Node/smooth_camera.gd``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:73 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:75 msgid "``template_scripts/CharacterBody3D/platformer_movement.gd``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:77 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:79 msgid "Default behaviour and overriding it" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:79 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:81 msgid "By default:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:81 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:83 msgid "" "the template's name is the same as the file name (minus the extension, " "prettyfied)" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:83 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:85 msgid "the description is empty" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:85 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:87 msgid "the space indent is set to 4" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:87 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:89 msgid "the template will not be set as the default for the given node" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:90 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:92 msgid "" "It is possible to customize this behaviour by adding meta headers at the " "start of your file, like this:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:110 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:112 msgid "" "In this case, the name will be set to \"Platformer movement\", with the " "given custom description, and it will be set as the default template for the " "node in which directory it has been saved." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:113 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:115 msgid "" "This is an example of utilizing custom templates at editor and project level:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:117 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:119 msgid "" "The script templates have the same extension as the regular script files. " "This may lead to an issue of a script parser treating those templates as " @@ -104068,7 +104094,7 @@ msgid "" "the templates can be modified by an external text editor anytime." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:126 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:128 msgid "" "By default, every C# file inside the project directory is included in the " "compilation. Script templates must be manually excluded from the C# project " @@ -104077,18 +104103,18 @@ msgid "" "build>`_ in the Microsoft documentation." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:130 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:132 msgid "" "It is possible to create editor-level templates that have the same level as " "a project-specific templates, and also that have the same name as a built-in " "one, all will be shown on the new script dialog." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:135 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:137 msgid "Default template" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:137 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:139 msgid "" "To override the default template, create a custom template at editor or " "project level inside a ``Node`` directory (or a more specific type, if only " @@ -104096,19 +104122,19 @@ msgid "" "default: true`` header." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:141 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:143 msgid "" "Only one template can be set as default at the same time for the same node " "type." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:143 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:145 msgid "" "The ``Default`` templates for basic Nodes, for both GDScript and C#, are " "shown here so you can use these as the base for creating other templates:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:185 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:187 msgid "" "The Godot editor provides a set of useful built-in node-specific templates, " "such as ``basic_movement`` for both :ref:`CharacterBody2D " @@ -104116,53 +104142,53 @@ msgid "" "and ``plugin`` for :ref:`EditorPlugin `." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:191 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:193 msgid "List of template placeholders" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:193 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:195 msgid "" "The following describes the complete list of built-in template placeholders " "which are currently implemented." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:197 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:199 msgid "Base placeholders" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:200 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 msgid "Placeholder" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 msgid "``_BINDINGS_NAMESPACE_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:202 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 msgid "The name of the Godot namespace (used in C# only)." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 msgid "``_CLASS_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:204 -msgid "The name of the new class (used in C# only)." +#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 +msgid "The name of the new class." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 msgid "``_BASE_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:206 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 msgid "The base type a new script inherits from." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:210 msgid "``_TS_``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:208 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:210 msgid "" "Indentation placeholder. The exact type and number of whitespace characters " "used for indentation is determined by the ``text_editor/indent/type`` and " @@ -104171,18 +104197,18 @@ msgid "" "indent`` header on the template." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:218 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:220 msgid "Type placeholders" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:220 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:222 msgid "" "There used to be, in Godot 3.x, placeholders for GDScript type hints that " "would get replaced whenever a template was used to create a new script, such " "as: ``%INT_TYPE%``, ``%STRING_TYPE%``, ``%FLOAT_TYPE%`` or ``%VOID_RETURN%``." msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:224 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:226 msgid "" "The placeholders no longer work for Godot 4.x, but if the setting " "``text_editor/completion/add_type_hints`` from :ref:`EditorSettings " @@ -104190,23 +104216,23 @@ msgid "" "types will be automatically removed for a few base types:" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:230 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:232 msgid "``int``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:232 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:234 msgid "``Array[String]``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:233 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:235 msgid "``float``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:234 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:236 msgid "``void``" msgstr "" -#: ../../docs/tutorials/scripting/creating_script_templates.rst:235 +#: ../../docs/tutorials/scripting/creating_script_templates.rst:237 msgid "``:=`` will be transformed into ``=``" msgstr "" @@ -104418,11 +104444,11 @@ msgstr "" #: ../../docs/tutorials/scripting/change_scenes_manually.rst:6 msgid "" -"Sometimes it helps to have more control over how one swaps scenes around. As " -"mentioned above, a :ref:`Viewport `'s child nodes will " -"render to the image it generates. This holds true even for nodes outside of " -"the \"current\" scene. Autoloads fall into this category, but so do scenes " -"which one instances and adds to the tree at runtime:" +"Sometimes it helps to have more control over how one swaps scenes around. A :" +"ref:`Viewport `'s child nodes will render to the image it " +"generates, this holds true even for nodes outside of the \"current\" scene. " +"Autoloads fall into this category, but so do scenes which one instances and " +"adds to the tree at runtime:" msgstr "" #: ../../docs/tutorials/scripting/change_scenes_manually.rst:38 @@ -105179,7 +105205,7 @@ msgid "" "Like any Object in Godot, users can also script Resources. Resource scripts " "inherit the ability to freely translate between object properties and " "serialized text or binary data (\\*.tres, \\*.res). They also inherit the " -"reference-counting memory management from the Reference type." +"reference-counting memory management from the RefCounted type." msgstr "" #: ../../docs/tutorials/scripting/resources.rst:165 @@ -105474,35 +105500,28 @@ msgstr "" #: ../../docs/tutorials/scripting/singletons_autoload.rst:76 msgid "" -"This means that any node can access a singleton named \"PlayerVariables\" " -"with:" -msgstr "" - -#: ../../docs/tutorials/scripting/singletons_autoload.rst:89 -msgid "" "If the **Enable** column is checked (which is the default), then the " -"singleton can be accessed directly in GDScript, without requiring " -"``get_node()``:" +"singleton can be accessed directly in GDScript:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:97 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:84 msgid "" "Note that autoload objects (scripts and/or scenes) are accessed just like " "any other node in the scene tree. In fact, if you look at the running scene " "tree, you'll see the autoloaded nodes appear:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:105 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:92 msgid "" "Autoloads must **not** be removed using ``free()`` or ``queue_free()`` at " "runtime, or the engine will crash." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:109 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:96 msgid "Custom scene switcher" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:111 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:98 msgid "" "This tutorial will demonstrate building a scene switcher using autoloads. " "For basic scene switching, you can use the :ref:`SceneTree." @@ -105511,14 +105530,14 @@ msgid "" "behavior when changing scenes, this method provides more functionality." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:117 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:104 msgid "" "To begin, download the template from here: `singleton_autoload_starter.zip " "`_ and open it in Godot." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:121 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:108 msgid "" "The project contains two scenes: ``scene_1.tscn`` and ``scene_2.tscn``. Each " "scene contains a label displaying the scene name and a button with its " @@ -105526,17 +105545,17 @@ msgid "" "``scene_1.tscn``. However, pressing the button does nothing." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:127 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:114 msgid "Creating the script" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:129 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:116 msgid "" "Open the **Script** window and create a new script called ``global.gd``. " "Make sure it inherits from ``Node``:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:134 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:121 msgid "" "The next step is to add this script to the autoLoad list. Open **Project > " "Project Settings** from the menu, switch to the **Autoload** tab and select " @@ -105544,13 +105563,13 @@ msgid "" "gd``. Press **Add** to add it to the autoload list:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:141 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:128 msgid "" "Now whenever we run any scene in the project, this script will always be " "loaded." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:143 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:130 msgid "" "Returning to the script, it needs to fetch the current scene in the " "`_ready()` function. Both the current scene (the one with the button) and " @@ -105558,13 +105577,13 @@ msgid "" "This means that the last child of root is always the loaded scene." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:174 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:161 msgid "" "Now we need a function for changing the scene. This function needs to free " "the current scene and replace it with the requested one." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:243 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:230 msgid "" "Using :ref:`Object.call_deferred() `, the " "second function will only run once all code from the current scene has " @@ -105572,18 +105591,18 @@ msgid "" "being used (i.e. its code is still running)." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:248 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:235 msgid "" "Finally, we need to fill the empty callback functions in the two scenes:" msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:288 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:275 msgid "" "Run the project and test that you can switch between scenes by pressing the " "button." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:293 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:280 msgid "" "When scenes are small, the transition is instantaneous. However, if your " "scenes are more complex, they may take a noticeable amount of time to " @@ -105591,7 +105610,7 @@ msgid "" "`doc_background_loading`." msgstr "" -#: ../../docs/tutorials/scripting/singletons_autoload.rst:297 +#: ../../docs/tutorials/scripting/singletons_autoload.rst:284 msgid "" "Alternatively, if the loading time is relatively short (less than 3 seconds " "or so), you can display a \"loading plaque\" by showing some kind of 2D " @@ -109548,7 +109567,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:131 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:148 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:155 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:193 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:194 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:36 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:58 msgid "Built-in" @@ -109572,7 +109591,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:104 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:62 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:63 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:179 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:180 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:40 msgid "in float **PI**" msgstr "" @@ -109588,7 +109607,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:107 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:65 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:66 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:182 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:183 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:43 msgid "in float **TAU**" msgstr "" @@ -109596,7 +109615,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:107 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:65 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:66 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:182 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:183 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:43 msgid "" "A ``TAU`` constant (``6.283185``). An equivalent of ``PI * 2`` and amount of " @@ -109606,7 +109625,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:110 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:68 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:69 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:185 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:186 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:46 msgid "in float **E**" msgstr "" @@ -109614,7 +109633,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:110 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:68 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:69 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:185 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:186 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:46 msgid "" "A ``E`` constant (``2.718281``). Euler's number and a base of the natural " @@ -110158,7 +110177,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:304 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:182 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:249 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:197 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:198 msgid "in vec2 **SCREEN_UV**" msgstr "" @@ -110229,7 +110248,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:324 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:469 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:207 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:208 msgid "out float **ALPHA**" msgstr "" @@ -110383,7 +110402,7 @@ msgid "Emission color (can go over 1,1,1 for HDR)." msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:368 -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:209 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:210 msgid "out vec4 **FOG**" msgstr "" @@ -111673,74 +111692,74 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:177 msgid "" -"Angular diameter of ``LIGHTX`` in the sky. Expressed in degrees. For " -"reference, the sun from earth is about 0.5 degrees." +"Angular diameter of ``LIGHTX`` in the sky. Expressed in radians. For " +"reference, the sun from earth is about .0087 radians (0.5 degrees)." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:179 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:180 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:40 msgid "" "A ``PI`` constant (``3.141592``). A ratio of a circle's circumference to its " "diameter and amount of radians in half turn." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:190 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:191 msgid "Sky built-ins" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:195 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:196 msgid "in vec3 **EYEDIR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:195 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:196 msgid "" "Normalized direction of current pixel. Use this as your basic direction for " "procedural effects." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:197 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:198 msgid "" "Screen UV coordinate for current pixel. Used to map a texture to the full " "screen." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:199 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:200 msgid "in vec2 **SKY_COORDS**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:199 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:200 msgid "Sphere UV. Used to map a panorama texture to the sky." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:201 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:202 msgid "in vec4 **HALF_RES_COLOR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:201 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:202 msgid "" "Color value of corresponding pixel from half resolution pass. Uses linear " "filter." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:203 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:204 msgid "in vec4 **QUARTER_RES_COLOR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:203 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:204 msgid "" "Color value of corresponding pixel from quarter resolution pass. Uses linear " "filter." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:205 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:206 msgid "out vec3 **COLOR**" msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:205 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:206 msgid "Output color." msgstr "" -#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:207 +#: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:208 msgid "Output alpha value, can only be used in subpasses." msgstr "" @@ -113960,7 +113979,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:151 -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:77 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:70 msgid "Depth texture" msgstr "" @@ -114544,9 +114563,9 @@ msgstr "" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:11 msgid "" "Since the Godot shader language is close to C-style languages and GLSL, this " -"guide is inspired by Godot's own GLSL formatting. You can view an example of " -"a GLSL file in Godot's source code `here `__." +"guide is inspired by Godot's own GLSL formatting. You can view examples of " +"GLSL files in Godot's source code `here `__." msgstr "" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:23 @@ -115194,36 +115213,25 @@ msgid "" "post-processing tutorial `." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:14 -msgid "" -"In the previous post-processing tutorial, we rendered the scene to a :ref:" -"`Viewport ` and then rendered the Viewport in a :ref:" -"`SubViewportContainer ` to the main scene. One " -"limitation of this method is that we could not access the depth buffer " -"because the depth buffer is only available in shaders and Viewports do not " -"maintain depth information." -msgstr "" - -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:21 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:15 msgid "Full screen quad" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:23 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:17 msgid "" -"In the :ref:`custom post-processing tutorial `, " -"we covered how to use a Viewport to make custom post-processing effects. " -"There are two main drawbacks of using a Viewport:" +"One way to make custom post-processing effects is by using a viewport. " +"However, there are two main drawbacks of using a Viewport:" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:27 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:20 msgid "The depth buffer cannot be accessed" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:28 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:21 msgid "The effect of the post-processing shader is not visible in the editor" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:30 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:23 msgid "" "To get around the limitation on using the depth buffer, use a :ref:" "`MeshInstance3D ` with a :ref:`QuadMesh " @@ -115233,7 +115241,7 @@ msgid "" "applied at all times, including in the editor." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:36 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:29 msgid "" "First, create a new MeshInstance3D and set its mesh to a QuadMesh. This " "creates a quad centered at position ``(0, 0, 0)`` with a width and height of " @@ -115245,7 +115253,7 @@ msgid "" "vertices as if they were already in clip space." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:45 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:38 msgid "" "The vertex shader expects coordinates to be output in clip space, which are " "coordinates ranging from ``-1`` at the left and bottom of the screen to " @@ -115257,7 +115265,7 @@ msgid "" "transformations and sets the vertex position directly." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:61 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:54 msgid "" "Even with this vertex shader, the quad keeps disappearing. This is due to " "frustum culling, which is done on the CPU. Frustum culling uses the camera " @@ -115269,44 +115277,44 @@ msgid "" "the quad from being culled, there are a few options:" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:69 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:62 msgid "" "Add the QuadMesh as a child to the camera, so the camera is always pointed " "at it" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:70 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:63 msgid "" "Set the Geometry property ``extra_cull_margin`` as large as possible in the " "QuadMesh" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:72 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:65 msgid "" "The second option ensures that the quad is visible in the editor, while the " "first option guarantees that it will still be visible even if the camera " "moves outside the cull margin. You can also use both options." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:79 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:72 msgid "" "To read from the depth texture, we first need to create a texture uniform " "set to the depth buffer by using ``hint_depth_texture``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:86 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:79 msgid "" "Once defined, the depth texture can be read with the ``texture()`` function." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:92 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:85 msgid "" "Similar to accessing the screen texture, accessing the depth texture is only " "possible when reading from the current viewport. The depth texture cannot be " "accessed from another viewport to which you have rendered." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:96 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:89 msgid "" "The values returned by ``depth_texture`` are between ``0.0`` and ``1.0`` and " "are nonlinear. When displaying depth directly from the ``depth_texture``, " @@ -115320,7 +115328,7 @@ msgid "" "in Godot, is accessible with the variable ``INV_PROJECTION_MATRIX``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:106 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:99 msgid "" "Firstly, take the screen space coordinates and transform them into " "normalized device coordinates (NDC). NDC run ``-1.0`` to ``1.0`` in ``x`` " @@ -115329,28 +115337,28 @@ msgid "" "``x`` and ``y`` axis, and the depth value for ``z``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:114 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:107 msgid "" "This tutorial assumes the use of the Vulkan renderer, which uses NDCs with a " "Z-range of ``[0.0, 1.0]``. In contrast, OpenGL uses NDCs with a Z-range of " "``[-1.0, 1.0]``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:124 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:117 msgid "" "Convert NDC to view space by multiplying the NDC by " "``INV_PROJECTION_MATRIX``. Recall that view space gives positions relative " "to the camera, so the ``z`` value will give us the distance to the point." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:137 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:130 msgid "" "Because the camera is facing the negative ``z`` direction, the position will " "have a negative ``z`` value. In order to get a usable depth value, we have " "to negate ``view.z``." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:140 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:133 msgid "" "The world position can be constructed from the depth buffer using the " "following code. Note that the ``INV_VIEW_MATRIX`` is needed to transform the " @@ -115358,11 +115366,11 @@ msgid "" "fragment shader with a varying." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:159 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:152 msgid "An optimization" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:161 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:154 msgid "" "You can benefit from using a single large triangle rather than using a full " "screen quad. The reason for this is explained `here `. " "An ArrayMesh is a tool that allows you to easily construct a Mesh from " "Arrays for vertices, normals, colors, etc." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:170 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:163 msgid "Now, attach a script to the MeshInstance3D and use the following code:" msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:192 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:185 msgid "" "The triangle is specified in normalized device coordinates. Recall, NDC run " "from ``-1.0`` to ``1.0`` in both the ``x`` and ``y`` directions. This makes " @@ -115391,13 +115399,13 @@ msgid "" "wide and ``4`` units tall, double its height and width." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:199 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:192 msgid "" "Assign the same vertex shader from above and everything should look exactly " "the same." msgstr "" -#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:201 +#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:194 msgid "" "The one drawback to using an ArrayMesh over using a QuadMesh is that the " "ArrayMesh is not visible in the editor because the triangle is not " @@ -121126,7 +121134,7 @@ msgstr "" #: ../../docs/tutorials/xr/xr_action_map.rst:204 msgid "" -"The aim pose on most controllers is positioned slightly infront of the " +"The aim pose on most controllers is positioned slightly in front of the " "controller and aims forward. This is a great pose to use for laser pointers " "or to align the muzzle of a weapon with." msgstr "" @@ -123482,7 +123490,7 @@ msgid "*Dependencies*: describes pull requests that update a dependency file." msgstr "" #: ../../docs/contributing/workflow/bug_triage_guidelines.rst:168 -msgid "*Enhancememnt*: new information to be added in an existing page." +msgid "*Enhancement*: new information to be added in an existing page." msgstr "" #: ../../docs/contributing/workflow/bug_triage_guidelines.rst:174 @@ -125072,7 +125080,7 @@ msgstr "" #: ../../docs/contributing/workflow/testing_pull_requests.rst:63 msgid "" "Now that you are on the fork's branch page, click the ``.github`` folder at " -"the top of the file list. Then, click on the ``workflows`` folder (whicb is " +"the top of the file list. Then, click on the ``workflows`` folder (which is " "inside the ``.github`` folder). Click the workflow file for the platform you " "wish to download artifacts for. *After* clicking on the file (which opens " "the file view), copy the page URL from your browser's address bar." @@ -127213,7 +127221,7 @@ msgstr "" msgid "" "The name under ``program`` depends on your build configuration, e.g. ``godot." "linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with " -"``platform=editor`` and ``dev_build=yes``." +"``target=editor`` and ``dev_build=yes``." msgstr "" #: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:164 @@ -127645,20 +127653,20 @@ msgid "" msgstr "" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:96 -msgid "For the previous build attempt, the result would look like this::" +msgid "For the previous build attempt, the result would look like this:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:101 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:103 msgid "" "This means that the binary is for Linux *or* \\*BSD (*not* both), is not " "optimized, has the whole editor compiled in, and is meant for 64 bits." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:104 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:106 msgid "A Windows binary with the same configuration will look like this:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:111 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:113 msgid "" "Copy that binary to any location you like, as it contains the Project " "Manager, editor and all means to execute the game. However, it lacks the " @@ -127667,62 +127675,62 @@ msgid "" "godotengine.org/>`__, or you can build them yourself)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:117 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:119 msgid "" "Aside from that, there are a few standard options that can be set in all " "build targets, and which will be explained below." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:123 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:125 msgid "Target" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:125 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:127 msgid "" "Target controls if the editor is contained and debug flags are used. All " "builds are optimized. Each mode means:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:128 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:130 msgid "" "``target=editor``: Build with editor, optimized, with debugging code " "(defines: ``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:129 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:131 msgid "" "``target=template_debug``: Build with C++ debugging symbols (defines: " "``DEBUG_ENABLED``, ``-O2``/``/O2``)" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:130 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:132 msgid "" "``target=template_release``: Build without symbols (defines: ``-O3``/``/O2``)" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:132 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:134 msgid "" "The editor is enabled by default in all PC targets (Linux, Windows, macOS), " "disabled for everything else. Disabling the editor produces a binary that " "can run projects but does not include the editor or the Project Manager." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:141 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:143 msgid "Development and production aliases" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:143 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:145 msgid "" "When creating builds for development (running debugging/:ref:`profiling " "` tools), you often have different goals compared " "to production builds (making binaries as fast and small as possible)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:147 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:149 msgid "Godot provides two aliases for this purpose:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:149 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:151 msgid "" "``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes " "tests=yes``. This enables warnings-as-errors behavior (similar to Godot's " @@ -127730,7 +127738,7 @@ msgid "" "` so you can run them locally." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:153 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:155 msgid "" "``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no " "lto=auto``. Statically linking libstdc++ allows for better binary " @@ -127741,7 +127749,7 @@ msgid "" "generated code." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:160 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:162 msgid "" "You can manually override options from those aliases by specifying them on " "the same command line with different values. For example, you can use " @@ -127749,17 +127757,17 @@ msgid "" "binaries with debugging symbols included." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:166 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:168 msgid "Dev build" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:170 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:172 msgid "" "``dev_build`` should **not** be confused with ``dev_mode``, which is an " "alias for several development-related options (see above)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:173 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:175 msgid "" "When doing engine development the ``dev_build`` option can be used together " "with ``target`` to enable dev-specific code. ``dev_build`` defines " @@ -127768,24 +127776,24 @@ msgid "" "thirdparty libraries)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:182 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:184 msgid "" "This flag appends the ``.dev`` suffix (for development) to the generated " "binary name." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:187 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:189 msgid "" "There are additional SCons options to enable *sanitizers*, which are tools " "you can enable at compile-time to better debug certain engine issues. See :" "ref:`doc_using_sanitizers` for more information." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:192 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:194 msgid "Debugging symbols" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:194 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:196 msgid "" "By default, ``debug_symbols=no`` is used, which means **no** debugging " "symbols are included in compiled binaries. Use ``debug_symbols=yes`` to " @@ -127794,7 +127802,7 @@ msgid "" "crash stacktraces to display with references to source code files and lines." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:200 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:202 msgid "" "The downside is that debugging symbols are large files (significantly larger " "than the binaries themselves). As a result, official binaries currently do " @@ -127802,7 +127810,7 @@ msgid "" "to have access to debugging symbols." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:205 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:207 msgid "" "When using ``debug_symbols=yes``, you can also use " "``separate_debug_symbols=yes`` to put debug information in a separate file " @@ -127812,21 +127820,21 @@ msgid "" "``separate_debug_symbols``." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:213 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:215 msgid "" "Use the ``strip `` command to remove debugging symbols from " "a binary you've already compiled." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:217 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:219 msgid "Optimization level" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:219 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:221 msgid "Several compiler optimization levels can be chosen from:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:221 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:223 msgid "" "``optimize=speed_trace`` *(default when targeting non-Web platforms)*: " "Favors execution speed at the cost of larger binary size. Optimizations may " @@ -127834,7 +127842,7 @@ msgid "" "accurate. If this occurs to you, use ``optimize=debug`` instead." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:225 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:227 msgid "" "``optimize=speed``: Favors even more execution speed, at the cost of even " "larger binary size compared to ``optimize=speed_trace``. Even less friendly " @@ -127842,68 +127850,68 @@ msgid "" "aggressive optimizations available." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:229 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:231 msgid "" "``optimize=size`` *(default when targeting the Web platform)*: Favors small " "binaries at the cost of slower execution speed." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:231 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:233 msgid "" "``optimize=debug``: Only enables optimizations that do not impact debugging " "in any way. This results in faster binaries than ``optimize=none``, but " "slower binaries than ``optimize=speed_trace``." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:234 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:236 msgid "" "``optimize=none``: Do not perform any optimization. This provides the " "fastest build times, but the slowest execution times." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:236 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:238 msgid "" "``optimize=custom`` *(advanced users only)*: Do not pass optimization " "arguments to the C/C++ compilers. You will have to pass arguments manually " "using the ``CFLAGS``, ``CCFLAGS`` and ``CXXFLAGS`` SCons options." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:241 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:243 msgid "Architecture" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:243 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:245 msgid "" "The ``arch`` option is meant to control the CPU or OS version intended to " "run the binaries. It is focused mostly on desktop platforms and ignored " "everywhere else." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:247 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:249 msgid "" "Supported values for the ``arch`` option are **auto**, **x86_32**, " "**x86_64**, **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and " "**wasm32**." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:254 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:256 msgid "" "This flag appends the value of ``arch`` to resulting binaries when " "relevant. The default value ``arch=auto`` detects the architecture that " "matches the host platform." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:261 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:263 msgid "Custom modules" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:263 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:265 msgid "" "It's possible to compile modules residing outside of Godot's directory tree, " "along with the built-in modules." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:266 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:268 msgid "" "A ``custom_modules`` build option can be passed to the command line before " "compiling. The option represents a comma-separated list of directory paths " @@ -127911,28 +127919,28 @@ msgid "" "packages, just like the built-in ``modules/`` directory." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:271 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:273 msgid "" "For instance, it's possible to provide both relative, absolute, and user " "directory paths containing such modules:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:280 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:282 msgid "" "If there's any custom module with the exact directory name as a built-in " "module, the engine will only compile the custom one. This logic can be used " "to override built-in module implementations." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:286 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:288 msgid ":ref:`doc_custom_modules_in_cpp`" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:289 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:291 msgid "Cleaning generated files" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:291 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:293 msgid "" "Sometimes, you may encounter an error due to generated files being present. " "You can remove them by using ``scons --clean ``, where " @@ -127940,7 +127948,7 @@ msgid "" "previously." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:295 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:297 msgid "" "Alternatively, you can use ``git clean -fixd`` which will clean build " "artifacts for all platforms and configurations. Beware, as this will remove " @@ -127948,46 +127956,46 @@ msgid "" "you have uncommitted work!" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:301 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:303 msgid "Other build options" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:303 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:305 msgid "" "There are several other build options that you can use to configure the way " "Godot should be built (compiler, debug options, etc.) as well as the " "features to include/disable." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:307 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:309 msgid "" "Check the output of ``scons --help`` for details about each option for the " "version you are willing to compile." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:313 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:315 msgid "Overriding the build options" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:316 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:318 msgid "Using a file" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:318 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:320 msgid "" "The default ``custom.py`` file can be created at the root of the Godot " "Engine source to initialize any SCons build options passed via the command " "line:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:330 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:332 msgid "" "You can also disable some of the builtin modules before compiling, saving " "some time it takes to build the engine. See :ref:`doc_optimizing_for_size` " "page for more details." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:335 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:337 msgid "" "You can use the online `Godot build options generator `__ to generate a ``custom.py`` file containing " @@ -127995,43 +128003,43 @@ msgid "" "Godot source directory." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:340 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:342 msgid "" "Another custom file can be specified explicitly with the ``profile`` command " "line option, both overriding the default build configuration:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:347 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:349 msgid "" "Build options set from the file can be overridden by the command line " "options." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:350 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:352 msgid "It's also possible to override the options conditionally:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:365 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:367 msgid "Using the SCONSFLAGS" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:367 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:369 msgid "" "``SCONSFLAGS`` is an environment variable which is used by the SCons to set " "the options automatically without having to supply them via the command line." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:370 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:372 msgid "" "For instance, you may want to force a number of CPU threads with the " "aforementioned ``-j`` option for all future builds:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:387 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:389 msgid "SCU (single compilation unit) build" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:389 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:391 msgid "" "Regular builds tend to be bottlenecked by including large numbers of headers " "in each compilation translation unit. Primarily to speed up development " @@ -128039,18 +128047,18 @@ msgid "" "unit\" build (aka \"Unity / Jumbo\" build)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:394 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:396 msgid "" "For the folders accelerated by this option, multiple ``.cpp`` files are " "compiled in each translation unit, so headers can be shared between multiple " "files, which can dramatically decrease build times." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:398 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:400 msgid "To make a SCU build, use the ``scu_build=yes`` SCons option." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:400 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:402 msgid "" "When developing a Pull Request using SCU builds, be sure to make a regular " "build prior to submitting the PR. This is because SCU builds by nature " @@ -128060,7 +128068,7 @@ msgid "" "local build on your machine." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:410 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:412 msgid "" "Official export templates are downloaded from the Godot Engine site: " "`godotengine.org `__. However, you might want to " @@ -128068,20 +128076,20 @@ msgid "" "modules, or simply don't trust your own shadow)." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:415 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:417 msgid "" "If you download the official export templates package and unzip it, you will " "notice that most files are optimized binaries or packages for each platform:" msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:438 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:440 msgid "" "To create those yourself, follow the instructions detailed for each platform " "in this same tutorial section. Each platform explains how to create its own " "template." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:442 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:444 msgid "" "The ``version.txt`` file should contain the corresponding Godot version " "identifier. This file is used to install export templates in a version-" @@ -128093,7 +128101,7 @@ msgid "" "com/godotengine/godot/blob/master/version.py>`__." msgstr "" -#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:450 +#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:452 msgid "" "If you are developing for multiple platforms, macOS is definitely the most " "convenient host platform for cross-compilation, since you can cross-compile " @@ -128307,16 +128315,16 @@ msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:134 msgid "" "After opening a command prompt, change to the root directory of the engine " -"source code (using ``cd``) and type::" +"source code (using ``cd``) and type:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:139 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:141 msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:142 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:144 msgid "" "If all goes well, the resulting binary executable will be placed in ``C:" "\\godot\\bin\\`` with the name ``godot.windows.editor.x86_32.exe`` or " @@ -128325,20 +128333,20 @@ msgid "" "``arch=x86_64`` or ``arch=x86_32``." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:148 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:150 msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:151 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:153 msgid "" "If you are compiling Godot for production use, then you can make the final " "executable smaller and faster by adding the SCons option " "``target=template_release``." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:155 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:157 msgid "" "If you are compiling Godot with MinGW, you can make the binary even smaller " "and faster by adding the SCons option ``lto=full``. As link-time " @@ -128346,7 +128354,7 @@ msgid "" "available RAM while compiling." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:160 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:162 #: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:277 #: ../../docs/contributing/development/compiling/compiling_for_macos.rst:67 msgid "" @@ -128355,11 +128363,11 @@ msgid "" "by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:166 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:168 msgid "Development in Visual Studio" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:168 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:170 msgid "" "Using an IDE is not required to compile Godot, as SCons takes care of " "everything. But if you intend to do engine development or debugging of the " @@ -128367,34 +128375,34 @@ msgid "" "IDE." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:172 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:174 msgid "" "Folder-based editors don't require any particular setup to start working " "with Godot's codebase. To edit projects with Visual Studio they need to be " "set up as a solution." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:175 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:177 msgid "" "You can create a Visual Studio solution via SCons by running SCons with the " "``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:180 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:182 msgid "" "You will be able to open Godot's source in a Visual Studio solution now, and " "able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:183 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:185 msgid "See :ref:`doc_configuring_an_ide_vs` for further details." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:186 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:188 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:188 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:190 msgid "" "If you are a Linux or macOS user, you need to install `MinGW-w64 `__, which typically comes in 32-bit and 64-bit " @@ -128402,51 +128410,51 @@ msgid "" "some known ones:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:198 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:200 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:202 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:204 #: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:439 msgid "**Fedora**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:207 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:209 msgid "**macOS**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:211 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:213 msgid "**Mageia**" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:217 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:219 msgid "" "Before attempting the compilation, SCons will check for the following " "binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:223 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:225 msgid "" "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can " "define the following environment variable to give a hint to the build " "system::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:229 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:231 msgid "" "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where " "``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/" "opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:235 msgid "" "To make sure you are doing things correctly, executing the following in the " "shell should result in a working compiler (the version output may differ " "based on your system)::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:240 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:242 msgid "" "When cross-compiling for Windows using MinGW-w64, keep in mind only " "``x86_64`` and ``x86_32`` architectures are supported. Be sure to specify " @@ -128454,50 +128462,50 @@ msgid "" "architecture." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:248 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:250 msgid "" "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration " "lacking support for POSIX threading." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:252 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:254 msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:260 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:262 msgid "And for 32-bit::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:268 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:272 msgid "" "Windows export templates are created by compiling Godot without the editor, " -"with the following flags::" +"with the following flags:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:278 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:282 msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " -"(such as ``3.1.1.stable`` or ``3.2.dev``)::" +"(such as ``3.1.1.stable`` or ``3.2.dev``):" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:284 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:290 msgid "With the following names::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:291 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:297 msgid "" "However, if you are using custom modules or custom engine code, you may " "instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:297 +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:303 msgid "" "You don't need to copy them in this case, just reference the resulting files " "in the ``bin\\`` directory of your Godot source folder, so the next time you " @@ -128709,7 +128717,7 @@ msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:305 #: ../../docs/contributing/development/compiling/compiling_for_macos.rst:116 -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:29 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:33 msgid "Building export templates" msgstr "" @@ -129809,7 +129817,7 @@ msgid "To compile export templates for the Web, the following is required:" msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_web.rst:18 -msgid "`Emscripten 1.39.9+ `__." +msgid "`Emscripten 3.1.39+ `__." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_web.rst:19 @@ -129820,14 +129828,24 @@ msgstr "" msgid "`SCons 3.0+ `__ build system." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:31 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:28 +msgid "" +"Emscripten 3.1.39+ is recommended, but older 3.x versions are known to work." +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:30 +msgid "" +"Please note that the minimum requirement for GDExtension support is 3.1.14." +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:35 msgid "" "Before starting, confirm that ``emcc`` is available in your PATH. This is " "usually configured by the Emscripten SDK, e.g. when invoking ``emsdk " "activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:35 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:39 msgid "" "Open a terminal and navigate to the root directory of the engine source " "code. Then instruct SCons to build the Web platform. Specify ``target`` as " @@ -129835,7 +129853,7 @@ msgid "" "debug build::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:42 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:46 msgid "" "By default, the :ref:`JavaScript singleton ` will be " "built into the engine. Official export templates also have the JavaScript " @@ -129843,7 +129861,7 @@ msgid "" "``javascript_eval`` option can be used to build without the singleton::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:50 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:54 msgid "" "The engine will now be compiled to WebAssembly by Emscripten. Once finished, " "the resulting file will be placed in the ``bin`` subdirectory. Its name is " @@ -129851,53 +129869,53 @@ msgid "" "template_debug.wasm32.zip`` for debug." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:55 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:59 msgid "" "Finally, rename the zip archive to ``web_release.zip`` for the release " "template::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:60 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:64 msgid "And ``web_debug.zip`` for the debug template::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:67 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:71 msgid "" "The default export templates do not include GDExtension support for " "performance and compatibility reasons. See the :ref:`export page " "` for more info." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:71 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:75 msgid "" "You can build the export templates using the option ``dlink_enabled=yes`` to " "enable GDExtension support::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:77 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:81 msgid "" "Once finished, the resulting file will be placed in the ``bin`` " "subdirectory. Its name will have ``_dlink`` added." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:80 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:84 msgid "" "Finally, rename the zip archives to ``web_dlink_release.zip`` and " "``web_dlink_release.zip`` for the release template::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:87 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:91 msgid "Building the editor" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:89 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:93 msgid "" "It is also possible to build a version of the Godot editor that can run in " "the browser. The editor version is not recommended over the native build. " "You can build the editor with::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:95 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:99 msgid "" "Once finished, the resulting file will be placed in the ``bin`` " "subdirectory. Its name will be ``godot.web.editor.wasm32.zip``. You can " @@ -129905,26 +129923,26 @@ msgid "" "use the editor." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:99 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:103 msgid "" "Refer to the :ref:`export page ` for the web " "server requirements." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:104 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:108 msgid "" "The Godot repository includes a `Python script to host a local web server " "`__. This can be used to test the web editor locally." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:108 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:112 msgid "" "After compiling the editor, extract the ZIP archive that was created in the " "``bin/`` folder, then run the following command in the Godot repository root:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_web.rst:117 +#: ../../docs/contributing/development/compiling/compiling_for_web.rst:121 msgid "" "This will serve the contents of the ``bin/`` folder and open the default web " "browser automatically. In the page that opens, access ``godot.tools.html`` " @@ -133007,9 +133025,8 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:275 msgid "" -"`drivers/vulkan/rendering_device_driver_vulkan.cpp `__" +"`drivers/vulkan/rendering_device_vulkan.cpp `__" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:277 @@ -134430,7 +134447,7 @@ msgstr "" msgid "" ":ref:`stretch ` together with :" "ref:`stretch_shrink ` " -"declare for a *SubViewportContaner* if and by what integer factor the " +"declare for a *SubViewportContainer* if and by what integer factor the " "contained *SubViewport* should be scaled in comparison to the container's " "size." msgstr "" @@ -138484,7 +138501,7 @@ msgid "" "used. `Squoosh `_ is a converter developed by Google, " "is open source, and doesn't give Google any image rights by using it. When " "choosing compression if you can get an image that's under 300KB in size use " -"lossless compression. If it's over 300KB use just enough lossy compression " +"lossless compression. If it's over 300KB, use just enough lossy compression " "to get it under that size. If this results in noticable compression " "artifacts using less compression is fine, even if the file size is bigger." msgstr "" @@ -138580,7 +138597,7 @@ msgid "" "If the image is over 300KB in size try compressing it losslessly using " "`Squoosh `_. If it's still over 300KB change to lossy " "compression and slowly increase the compression until it's under 300KB. If " -"this results in noticable compression artifacts using less compression is " +"this results in noticeable compression artifacts using less compression is " "fine, even if the file size is bigger." msgstr "" @@ -138874,7 +138891,7 @@ msgstr "" #: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:142 msgid "" -"Only propers nouns, projects, people, and node class names should have their " +"Only proper nouns, projects, people, and node class names should have their " "first letter capitalized." msgstr ""