Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2018-04-19 09:06:10 +02:00
parent 817e0869e3
commit 203e3fb889
196 changed files with 4260 additions and 3848 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,50 +57,50 @@ msgid "This documentation is continuously written, corrected, edited and revampe
msgstr ""
#: ../../docs/about/introduction.rst:55
msgid "You can contribute to Godot's documentation by opening issue tickets or sending patches via pull requests on its GitHub `source repository <https://github.com/godotengine/godot-docs>`_."
msgid "You can contribute to Godot's documentation by opening issue tickets or sending patches via pull requests on its GitHub `source repository <https://github.com/godotengine/godot-docs>`_, or translating it into your language on `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`_."
msgstr ""
#: ../../docs/about/introduction.rst:59
#: ../../docs/about/introduction.rst:61
msgid "All the contents are under the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine community\"."
msgstr ""
#: ../../docs/about/introduction.rst:64
#: ../../docs/about/introduction.rst:66
msgid "Organisation of the documentation"
msgstr ""
#: ../../docs/about/introduction.rst:66
#: ../../docs/about/introduction.rst:68
msgid "This documentation is organised in five sections with an impressively unbalanced distribution of contents but the way it is split up should be relatively intuitive:"
msgstr ""
#: ../../docs/about/introduction.rst:70
#: ../../docs/about/introduction.rst:72
msgid "The :ref:`sec-general` section contains this introduction as well as information about the engine, its history, its licensing, authors, etc. It also contains the :ref:`doc_faq`."
msgstr ""
#: ../../docs/about/introduction.rst:73
msgid "The :ref:`sec-learn` section is the the main *raison d'être* of this documentation, as it contains all the necessary information on using the engine to make games. It starts with the :ref:`Step by step <toc-learn-step_by_step>` tutorial which should be the entry point for all new users."
msgstr ""
#: ../../docs/about/introduction.rst:78
msgid "The :ref:`sec-tutorials` section, on the other hand, can be read as needed, in any order. It contains many feature-specific tutorials and documentations."
#: ../../docs/about/introduction.rst:75
msgid "The :ref:`sec-learn` section is the main *raison d'être* of this documentation, as it contains all the necessary information on using the engine to make games. It starts with the :ref:`Step by step <toc-learn-step_by_step>` tutorial which should be the entry point for all new users."
msgstr ""
#: ../../docs/about/introduction.rst:80
msgid "The :ref:`sec-tutorials` section, on the other hand, can be read as needed, in any order. It contains many feature-specific tutorials and documentations."
msgstr ""
#: ../../docs/about/introduction.rst:82
msgid "The :ref:`sec-devel` section is intended for advanced users and contributors to the engine development, with information on compiling the engine, developing C++ modules or editor plugins."
msgstr ""
#: ../../docs/about/introduction.rst:83
#: ../../docs/about/introduction.rst:85
msgid "The :ref:`sec-community` gives information related to contributing to the engine development and the life of its community, e.g. how to report bugs, help with the documentation, etc. It also points to various community channels like IRC and Discord and contains a list of recommended third-party tutorials outside of this documentation."
msgstr ""
#: ../../docs/about/introduction.rst:88
#: ../../docs/about/introduction.rst:90
msgid "Finally, the :ref:`sec-class-ref` is the documentation of the Godot API, which is also available directly within the engine's script editor. It is generated automatically from a file in the main source repository, therefore the generated files of the documentation are not meant to be modified. See :ref:`doc_updating_the_class_reference` for details."
msgstr ""
#: ../../docs/about/introduction.rst:94
#: ../../docs/about/introduction.rst:96
msgid "In addition to this documentation you may also want to take a look at the various `Godot demo projects <https://github.com/godotengine/godot-demo-projects>`_."
msgstr ""
#: ../../docs/about/introduction.rst:97
#: ../../docs/about/introduction.rst:99
msgid "Have fun reading and making games with Godot Engine!"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,7 +45,7 @@ msgid "If you are contributing to the documention, its repository can be found `
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:36
msgid "The Git version control system is the tool used to keep track of successive edits to the source code - to contribute efficiently to Godot, learning the basics of the Git command line is *highly* recommended. There exist some graphical interfaces for Git, but they usually encourage users to take bad habits regarding the Git and PR workflow, and we therefore recommend not to use them. In particular, we advise not to use Github's online editor for code contributions (although it's tolerated for small fixes or documentation changes) as it enforces one commit per file and per modification, which qucikly leads to PRs with an unreadable Git history (especially after peer review)."
msgid "The Git version control system is the tool used to keep track of successive edits to the source code - to contribute efficiently to Godot, learning the basics of the Git command line is *highly* recommended. There exist some graphical interfaces for Git, but they usually encourage users to take bad habits regarding the Git and PR workflow, and we therefore recommend not to use them. In particular, we advise not to use Github's online editor for code contributions (although it's tolerated for small fixes or documentation changes) as it enforces one commit per file and per modification, which quickly leads to PRs with an unreadable Git history (especially after peer review)."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:46

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -36,3 +36,11 @@ msgstr ""
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:13
msgid "`Game from Scratch: Godot 3 Tutorial Series <https://www.youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:14
msgid "`HeartBeast <https://www.youtube.com/watch?v=wETY5_9kFtA&list=PL9FzW-m48fn2jlBu_0DRh7PvAt-GULEmd>`_"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,66 +29,58 @@ msgid "To compile export templates for the Web, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:13
msgid "`Emscripten 1.37.9+ <http://emscripten.org/>`__: If the version available per package manager is not recent enough, the best alternative is to install using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/gettng_started/downloads.html>`__ (Install in a path without spaces, i.e. not in ``Program Files``)"
msgid "`Emscripten 1.37.9+ <http://emscripten.org/>`__: If the version available per package manager is not recent enough, the best alternative is to install using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/gettng_started/downloads.html>`__"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:17
#: ../../docs/development/compiling/compiling_for_web.rst:16
msgid "`Python 2.7+ or Python 3.5+ <https://www.python.org/>`__"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:18
#: ../../docs/development/compiling/compiling_for_web.rst:17
msgid "`SCons <http://www.scons.org>`__ build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:21
#: ../../docs/development/compiling/compiling_for_web.rst:20
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:23
msgid "Start a terminal and set the environment variable ``EMSCRIPTEN_ROOT`` to the installation directory of Emscripten:"
#: ../../docs/development/compiling/compiling_for_web.rst:22
msgid "Before starting, confirm that the Emscripten configuration file exists and specifies all settings correctly. This file is available as ``~/.emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on Windows. It's usually written by the Emscripten SDK, e.g. when invoking ``emsdk activate latest``, or by your package manager. It's also created when starting Emscripten's ``emcc`` program if the file doesn't exist."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:26
msgid "If you installed Emscripten via the Emscripten SDK, declare the variable with a path to the downloaded folder::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:31
msgid "If you installed Emscripten via package manager, the path can be retrieved with the ``em-config`` command::"
#: ../../docs/development/compiling/compiling_for_web.rst:29
msgid "Open a terminal and navigate to the root directory of the engine source code. Then instruct SCons to build the JavaScript platform. Specify ``target`` as either ``release`` for a release build or ``release_debug`` for a debug build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:36
msgid "On Windows you can set the environment variable in the system settings or in the command prompt::"
msgid "By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be built into the engine. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:41
msgid "Now go to the root directory of the engine source code and instruct SCons to build the JavaScript platform. Specify ``target`` as either ``release`` for a release build or ``release_debug`` for a debug build::"
#: ../../docs/development/compiling/compiling_for_web.rst:43
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.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip`` for debug."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:48
msgid "The engine will now be compiled to WebAssembly by Emscripten. If all goes well, the resulting file will be placed in the ``bin`` subdirectory. Its name is ``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip`` for debug."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:53
msgid "Finally, rename the zip archive to ``webassembly_release.zip`` for the release template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:58
#: ../../docs/development/compiling/compiling_for_web.rst:53
msgid "And ``webassembly_debug.zip`` for the debug template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:63
#: ../../docs/development/compiling/compiling_for_web.rst:58
msgid "Building per asm.js translation or LLVM backend"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:65
#: ../../docs/development/compiling/compiling_for_web.rst:60
msgid "WebAssembly can be compiled in two ways: The default is to first compile to asm.js, a highly optimizable subset of JavaScript, using Emscripten's *fastcomp* fork of LLVM. This code is then translated to WebAssembly using a tool called ``asm2wasm``. Emscripten automatically takes care of both processes, we simply run SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:71
#: ../../docs/development/compiling/compiling_for_web.rst:66
msgid "The other method uses LLVM's WebAssembly backend. This backend is not yet available in release versions of LLVM, only in development builds built with ``LLVM_EXPERIMENTAL_TARGETS_TO_BUILD=WebAssembly``. Compiling with this backend outputs files in LLVM's ``.s`` format, which is translated into actual WebAssembly using a tool called ``s2wasm``. Emscripten manages these processes as well, so we just invoke SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:78
msgid "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the Emscripten configuration file ``~/.emscripten`` is set. If it points to a directory containing binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` is used. This is the default in a normal Emscripten installation. Otherwise, LLVM binaries built with the WebAssembly backend will be expected and ``s2wasm`` is used. On Windows, make sure to escape backslashes of paths within this file as double backslashes ``\\\\`` or use Unix-style paths with a single forward slash ``/``."
#: ../../docs/development/compiling/compiling_for_web.rst:73
msgid "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the Emscripten configuration file is used. If it points to a directory containing binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` is used. This is the default in a normal Emscripten installation. Otherwise, LLVM binaries built with the WebAssembly backend will be expected and ``s2wasm`` is used. On Windows, make sure to escape backslashes of paths within this file as double backslashes ``\\\\`` or use Unix-style paths with a single forward slash ``/``."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -257,7 +257,7 @@ msgid "After you create the shortcut, in the shortcut's properties, that you can
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:251
msgid "Some of these shortcuts (namely the 64-bit compilers) seem to not be available in the Express edition of Visual Studio or Visual C++. Before recreating the commands, make sure that ``cl.exe`` executables are present in one of these locations, they are the actual compilers for the arhitecture you want to build from the command prompt."
msgid "Some of these shortcuts (namely the 64-bit compilers) seem to not be available in the Express edition of Visual Studio or Visual C++. Before recreating the commands, make sure that ``cl.exe`` executables are present in one of these locations, they are the actual compilers for the architecture you want to build from the command prompt."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:272

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -65,7 +65,7 @@ msgid "The file descriptor looks like :code:`[gd_scene load_steps=1 format=2]` A
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:36
msgid "These sections should appear in order, but it can be hard to distinguish them. The only difference between them is the the first element in the heading for all of the items in the section. For example, the heading of all external resources should start with :code:`[ext_resource .....]`"
msgid "These sections should appear in order, but it can be hard to distinguish them. The only difference between them is the first element in the heading for all of the items in the section. For example, the heading of all external resources should start with :code:`[ext_resource .....]`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:44

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,63 +57,71 @@ msgid "Windows, macOS, Linux (unofficial and unsupported)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:20
msgid "Windows, X11 (Linux, \\*BSD), Haiku, macOS"
msgid "Windows, macOS, X11 (Linux, \\*BSD)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:22
msgid "OS (export)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Desktop: Windows, Linux/SteamOS, macOS"
#: ../../docs/getting_started/editor/unity_to_godot.rst:22
msgid "**Desktop:** Windows, macOS, Linux"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Mobile: Android, iOS, Windows Phone, Tizen,"
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
msgid "**Mobile:** Android, iOS, Windows Phone, Tizen"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Web: WebAssembly or asm.js"
#: ../../docs/getting_started/editor/unity_to_godot.rst:24
msgid "**Web:** WebAssembly or asm.js"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Consoles: PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS"
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
msgid "**Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "VR: Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, HoloLens"
#: ../../docs/getting_started/editor/unity_to_godot.rst:26
msgid "**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, HoloLens"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "TV: Android TV, Samsung SMART TV, tvOS"
#: ../../docs/getting_started/editor/unity_to_godot.rst:27
msgid "**TV:** Android TV, Samsung SMART TV, tvOS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Desktop: Windows, X11, macOS"
#: ../../docs/getting_started/editor/unity_to_godot.rst:22
msgid "**Desktop:** Windows, macOS, X11"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Mobile: Android, iOS,"
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
msgid "**Mobile:** Android, iOS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Web: WebAssembly"
#: ../../docs/getting_started/editor/unity_to_godot.rst:24
msgid "**Web:** WebAssembly"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
msgid "**Console:** See :ref:`doc_consoles`"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:26
msgid "**VR:** Oculus Rift, SteamVR"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
msgid "Scene system"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
msgid "Component/Scene (GameObject > Component)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
#: ../../docs/getting_started/editor/unity_to_godot.rst:30
msgid "Prefabs"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
msgid "Scene tree and nodes, allowing scenes to be nested and/or inherit other scenes"
msgid ":ref:`Scene tree and nodes <doc_scenes_and_nodes>`, allowing scenes to be nested and/or inherit other scenes"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
@@ -121,42 +129,42 @@ msgid "Third-party tools"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
msgid "Visual Studio or SharpEditor"
msgid "Visual Studio or VS Code"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Android SDK for Android export"
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
msgid ":ref:`External editors are possible <doc_external_editor>`"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "External editors are possible"
#: ../../docs/getting_started/editor/unity_to_godot.rst:33
msgid ":ref:`Android SDK for Android export <doc_exporting_for_android>`"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:35
msgid "Killer features"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
#: ../../docs/getting_started/editor/unity_to_godot.rst:35
msgid "Huge community"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
#: ../../docs/getting_started/editor/unity_to_godot.rst:36
msgid "Large assets store"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
#: ../../docs/getting_started/editor/unity_to_godot.rst:35
msgid "Scene System"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Animation Pipeline"
#: ../../docs/getting_started/editor/unity_to_godot.rst:36
msgid ":ref:`Animation Pipeline <doc_animations>`"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Easy to write Shaders"
#: ../../docs/getting_started/editor/unity_to_godot.rst:37
msgid ":ref:`Easy to write Shaders <doc_shading_language>`"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
#: ../../docs/getting_started/editor/unity_to_godot.rst:38
msgid "Debug on Device"
msgstr ""
@@ -253,7 +261,7 @@ msgid "In Godot, you would split your whole scene into 3 separate, smaller scene
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:92
msgid "First, a scene for the Player alone."
msgid "**First, a scene for the Player alone.**"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:94
@@ -261,7 +269,7 @@ msgid "Consider the player as a reusable element in other levels. It is composed
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:96
msgid "Second, a scene for the Enemy."
msgid "**Second, a scene for the Enemy.**"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:98
@@ -269,7 +277,7 @@ msgid "There again, an enemy is a reusable element in other levels. It is almost
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:100
msgid "Lastly, the Level scene."
msgid "**Lastly, the Level scene.**"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:102
@@ -385,7 +393,7 @@ msgid "You can control nodes by accessing them using a script, and call function
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:176
msgid "But there's more! Certain nodes throw signals when certain actions happen. You can connect these signals to call a specific function when they happen. Note that you can define your own signals and send them whenever you want. This feature is documented `here <gdscript.html#signals>`_."
msgid "But there's more! Certain nodes throw signals when certain actions happen. You can connect these signals to call a specific function when they happen. Note that you can define your own signals and send them whenever you want. This feature is documented `here <../scripting/gdscript/gdscript_basics.html#signals>`_."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:180

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -136,11 +136,15 @@ msgstr ""
msgid "Exporting a project may not yet work (`#15615 <https://github.com/godotengine/godot/issues/15615>`_)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:134
msgid "Signals with parameters are broken in 3.0.2-stable (`#17553 <https://github.com/godotengine/godot/issues/17553>`_)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139
msgid "According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, performance of C# in Godot - while generally in the same order of magnitude - is roughly **~4x** that of GDScript in some naive cases. For full performance, C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -80,306 +80,310 @@ msgstr ""
msgid "Use the ``[Signal]`` attribute instead of the GDScript ``signal`` keyword. This attribute should be used on a `delegate`, whose name signature will be used to define the signal."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:55
msgid "Singletons"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:54
msgid "See also: :ref:`c_sharp_signals`"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:57
msgid "Singletons"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
msgid "Singletons provide static methods rather than using the singleton pattern in C#. This is to make code less verbose and similar to GDScript. Example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:65
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:67
msgid "String"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:67
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:69
msgid "Use ``System.String`` (``string``). All the Godot String methods are provided by the ``StringExtensions`` class as extension methods. Example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:75
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:77
msgid "There are a few differences though:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:77
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:79
msgid "``erase``: Strings are immutable in C#, so we cannot modify the string passed to the extension method. For this reason ``Erase`` was added as an extension method of ``StringBuilder`` instead of string. Alternatively you can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:81
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:83
msgid "``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided which is an overload of ``IsSubsequenceOf`` allowing to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:92
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:94
msgid "``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides ``Match`` and ``Matchn``, which allows to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:103
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:105
msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:105
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:107
msgid "Structs cannot have parameterless constructors in C#, therefore ``new Basis()`` initializes all primitive members to their default value. Use ``Basis.Identity`` for the equivalent to ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:109
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:124
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:156
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:111
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:126
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:139
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:158
msgid "The following methods were converted to properties with their respective names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:112
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:159
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:178
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
msgid "GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:112
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:159
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:178
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
msgid "C#"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:116
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:133
msgid "get_scale()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:116
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:133
msgid "Scale"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:118
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:120
msgid "Transform2D"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:120
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:122
msgid "Structs cannot have parameterless constructors in C#, therefore ``new Transform2D()`` initializes all primitive members to their default value. Please use ``Transform2D.Identity`` for the equivalent to ``Transform2D()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
msgid "get_origin()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
msgid "Origin"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:130
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
msgid "get_rotation()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:130
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
msgid "Rotation"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:135
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137
msgid "Plane"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:144
msgid "center()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:144
msgid "Center"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:146
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:148
msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:148
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:150
msgid "The following fields were converted to properties with their respective names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "end"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "End"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "get_area()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "Area"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:165
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:167
msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:167
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:169
msgid "Structs cannot have parameterless constructors in C#, therefore ``new Quat()`` initializes all primitive members to their default value. Please use ``Quat.Identity`` for the equivalent to ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:172
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:174
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:174
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:176
msgid "*This is temporary. Array is ref-counted, so it will need its own type that wraps the native side. PoolArrays will also need their own type to be used the way they are meant to.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
msgid "object[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:181
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
msgid "PoolIntArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:181
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
msgid "int[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "PoolByteArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "byte[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
msgid "PoolFloatArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
msgid "float[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid "PoolStringArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid "String[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
msgid "PoolColorArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
msgid "Color[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
msgid "PoolVector2Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
msgid "Vector2[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:189
msgid "PoolVector3Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:189
msgid "Vector3[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:192
msgid "In some exceptional cases a raw array (``type[]``) may be required instead of a ``List``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:193
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:195
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:195
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:197
msgid "*This is temporary. Array is ref-counted, so it will need its own type that wraps the native side.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:197
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
msgid "Use ``Dictionary<object, object>``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:200
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:202
msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:202
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:204
msgid "``System.Object`` (``object``) is used in place of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:209
msgid "The methods ``object Object.call(string method, params object[] args)``, ``object Object.get(string field)`` and ``object Object.set(string field, object value)`` are provided to communicate with instances of other scripting languages via the Variant API."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:213
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
msgid "``preload``, ``assert`` and ``yield`` as they work in GDScript are currently not available in C#."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:218
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:220
msgid "Other differences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
msgid "Color8"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
msgid "Color.Color8"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:224
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
msgid "is_inf"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:224
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
msgid "float.IsInfinity"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "is_nan"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "float.IsNaN"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "dict2inst"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:229
msgid "? TODO"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:229
msgid "inst2dict"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:230
msgid "load"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:230
msgid "GD.load which is the same as ResourceLoader.load"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "Features"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6
msgid "This page provied an overview over the commonly used features of both C# and Godot and how they are used together."
msgid "This page provides an overview over the commonly used features of both C# and Godot and how they are used together."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:10
@@ -68,31 +68,39 @@ msgstr ""
msgid "For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:61
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:63
msgid "For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial."
msgid "C# Signals"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:65
msgid "For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:67
msgid "Declaring a signal in C# is done with the ``[Signal]`` attribute on a delegate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:75
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:77
msgid "These signals can then be connected either in the editor or from code with ``Connect``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:95
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:97
msgid "Emitting signals is done with the ``EmitSignal`` method."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:105
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:107
msgid "Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:107
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:109
msgid "It is possible to bind values when establishing a connection by passing an object array."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:129
msgid "Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`. Consequently any ``Node`` or ``Reference`` will be compatible automatically but custom data objects will need to extend from `Godot.Object` or one of its subclasses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:141
msgid "Finally, signals can be created by calling ``AddUserSignal``, but be aware that it should be executed before any use of said signals (with ``Connect`` or ``EmitSignal``)."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,7 +49,7 @@ msgid "Ports"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:33
msgid "Nodes in Godot Visual Scripting have *Ports*. These are endpoints that appear to the left and right of nodes and which can be used to make *Connnections*: There are two types of *Ports*: *Sequence* and *Data*."
msgid "Nodes in Godot Visual Scripting have *Ports*. These are endpoints that appear to the left and right of nodes and which can be used to make *Connections*: There are two types of *Ports*: *Sequence* and *Data*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:40

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,7 +33,7 @@ msgid "With the misunderstanding cleared up, the question that remains is what a
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:18
msgid "The most common use cases are are as follows:"
msgid "The most common use cases are as follows:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:20

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -317,6 +317,6 @@ msgid "The right-hand panel of the connect dialogue is for binding specific valu
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:348
msgid "The code approach also enables this with a 4th ``Array`` parameter that is empty be default. Feel free to read up on the ``Object.connect`` method for more information."
msgid "The code approach also enables this with a 4th ``Array`` parameter that is empty by default. Feel free to read up on the ``Object.connect`` method for more information."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -104,395 +104,399 @@ msgstr ""
msgid "The GUI scene encapsulates all of the Game User Interface. It comes with a barebones script where we get the path to nodes that exist inside the scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:87
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:105
msgid "``number_label`` displays a life count as a number. It's a ``Label`` node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:89
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:107
msgid "``bar`` is the life bar itself. It's a ``TextureProgress`` node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:90
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:108
msgid "``tween`` is a component-style node that can animate and control any value or method from any other node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:95
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:113
msgid "The project uses a simple organisation that works for game jams and tiny games."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:97
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:115
msgid "At the root of the project, in the `res://` folder, you will find the `LevelMockup`. That's the main game scene and the one we will work with. All the components that make up the game are in the `scenes/` folder. The `assets/` folder contains the game sprites and the font for the HP counter. In the `scripts/` folder you will find the enemy, the player, and the GUI controller scripts."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:99
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:117
msgid "Click the edit scene icon to the right of the node in the scene tree to open the scene in the editor. You'll see the LifeBar and EnergyBar are sub-scenes themselves."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:103
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:121
msgid "The scene tree, with the Player scene set to display its children"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:106
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:124
msgid "Set up the Lifebar with the Player's max\\_health"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:108
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:126
msgid "We have to tell the GUI somehow what the player's current health is, to update the lifebar's texture, and to display the remaining health in the HP counter in the top left corner of the screen. To do this we send the player's health to the GUI every time they take damage. The GUI will then update the ``Lifebar`` and ``Number`` nodes with this value."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:114
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:132
msgid "We could stop here to display the number, but we need to initialize the bar's ``max_value`` for it to update in the right proportions. The first step is thus to tell the ``GUI`` what the green character's ``max_health`` is."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:121
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:139
msgid "The bar, a `TextureProgress`, has a `max_value` of `100` by default. If you don't need to display the character's health with a number, you don't need to change its `max_value` property. You send a percentage from the `Player` to the `GUI` instead: `health / max_health * 100`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:125
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:143
msgid "Click the script icon to the right of the ``GUI`` in the Scene dock to open its script. In the ``_ready`` function, we're going to store the ``Player``'s ``max_health`` in a new variable and use it to set the ``bar``'s ``max_value``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:136
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:164
msgid "Let's break it down. ``$\"../Characters/Player\"`` is a shorthand that goes one node up in the scene tree, and retrieves the ``Characters/Player`` node from there. It gives us access to the node. The second part of the statement, ``.max_health``, accesses the ``max_health`` on the Player node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:142
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:170
msgid "The second line assigns this value to ``bar.max_value``. You could combine the two lines into one, but we'll need to use ``player_max_health`` again later in the tutorial."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:146
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:174
msgid "``Player.gd`` sets the ``health`` to ``max_health`` at the start of the game, so we could work with this. Why do we still use ``max_health``? There are two reasons:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:150
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:178
msgid "We don't have the guarantee that ``health`` will always equal ``max_health``: a future version of the game may load a level where the player already lost some health."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:156
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:184
msgid "When you open a scene in the game, Godot creates nodes one by one, following the order in your Scene dock, from top to bottom. `GUI` and `Player` are not part of the same node branch. To make sure they both exist when we access each other, we have to use the `_ready` function. Godot calls `_ready` right after it loaded all nodes, before the game starts. It's the perfect function to set everything up and prepare the game session. Learn more about _ready: :doc:`scripting_continued`"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:160
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:188
msgid "Update health with a signal when the player takes a hit"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:162
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:190
msgid "Our GUI is ready to receive the ``health`` value updates from the ``Player``. To achieve this we're going to use **signals**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:167
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:195
msgid "There are many useful built-in signals like `enter_tree` and `exit_tree`, that all nodes emit when they are respectively created and destroyed. You can also create your own using the `signal` keyword. On the `Player` node, you'll find two signals we created for you: `died` and `health_changed`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:169
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:197
msgid "Why don't we directly get the ``Player`` node in the ``_process`` function and look at the health value? Accessing nodes this way creates tight coupling between them. If you did it sparingly it may work. As your game grows bigger, you may have many more connections. If you get nodes this way it gets very complex quickly. Not only that: you need to listen to the state change constantly in the ``_process`` function. This check happens 60 times a second and you'll likely break the game because of the order in which the code runs."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:178
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:206
msgid "On a given frame you may look at another node's property *before* it was updated: you get a value from the last frame. This leads to obscure bugs that are hard to fix. On the other hand, a signal is emitted right after a change happened. It **guarantees** you're getting a fresh piece of information. And you will update the state of your connected node *right after* the change happened."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:187
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:215
msgid "The Observer pattern, that signals derive from, still adds a bit of coupling between node branches. But it's generally lighter and more secure than accessing nodes directly to communicate between two separate classes. It can be okay for a parent node to get values from its children. But you'll want to favor signals if you're working with two separate branches. Read Game Programming Patterns for more information on the `Observer pattern <http://gameprogrammingpatterns.com/observer.html>`_. The `full book <http://gameprogrammingpatterns.com/contents.html>`_ is available online for free."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:191
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:219
msgid "With this in mind let's connect the ``GUI`` to the ``Player``. Click on the ``Player`` node in the scene dock to select it. Head down to the Inspector and click on the Node tab. This is the place to connect nodes to listen the one you selected."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:196
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:224
msgid "The first section lists custom signals defined in ``player.GD``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:198
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:226
msgid "``died`` is emitted when the character just died. We will use it in a moment to hide the UI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:200
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:228
msgid "``health_changed`` is emitted when the character got hit."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:204
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:232
msgid "We're connecting to the health\\_changed signal"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:206
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:234
msgid "Select ``health_changed`` and click on the Connect button in the bottom right corner to open the Connect Signal window. On the left side you can pick the node that will listen to this signal. Select the ``GUI`` node. The right side of the screen lets you pack optional values with the signal. We already took care of it in ``player.GD``. In general I recommend not to add too many arguments using this window as they're less convenient than doing it from the code."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:216
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:244
msgid "The Connect Signal window with the GUI node selected"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:220
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:248
msgid "You can optionally connect nodes from the code. But doing it from the editor has two advantages:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:222
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:250
msgid "Godot can write new callback functions for you in the connected script"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:223
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:251
msgid "An emitter icon appears next to the node that emits the signal in the Scene dock"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:225
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:253
msgid "At the bottom of the window you will find the path to the node you selected. We're interested in the second row called \"Method in Node\". This is the method on the ``GUI`` node that gets called when the signal is emitted. This method receives the values sent with the signal and lets you process them. If you look to the right, there is a \"Make Function\" radio button that is on by default. Click the connect button at the bottom of the window. Godot creates the method inside the ``GUI`` node. The script editor opens with the cursor inside a new ``_on_player_health_changed`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:237
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:265
msgid "When you connect nodes from the editor, Godot generates a method name with the following pattern: ``_on_EmitterName_signal_name``. If you wrote the method already, the \"Make Function\" option will keep it. You may replace the name with anything you'd like."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:244
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:272
msgid "Godot writes the callback method for you and takes you to it"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:246
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:274
msgid "Inside the parens after the function name, add a ``player_health`` argument. When the player emits the ``health_changed`` signal it will send its current ``health`` alongside it. Your code should look like:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:257
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:292
msgid "The engine does not convert PascalCase to snake_case, for C# examples we'll be using PascalCase for method names & camelCase for method parameters which follows the official `C# naming conventions. <https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/capitalization-conventions>`_"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:299
msgid "In Player.gd, when the Player emits the health\\_changed signal, it also sends its health value"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:260
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:302
msgid "Inside ``_on_Player_health_changed`` let's call a second function called ``update_health`` and pass it the ``player_health`` variable."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:265
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:307
msgid "We could directly update the health value on `LifeBar` and `Number`. There are two reasons to use this method instead:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:267
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:309
msgid "The name makes it very clear for our future selves and teammates that when the player took damage, we update the health count on the GUI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:268
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:310
msgid "We will reuse this method a bit later"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:270
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:312
msgid "Create a new ``update_health`` method below ``_on_Player_health_changed``. It takes a new\\_value as its only argument:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:277
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:326
msgid "This method needs to:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:279
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:328
msgid "set the ``Number`` node's ``text`` to ``new_value`` converted to a string"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:281
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:330
msgid "set the ``TextureProgress``'s ``value`` to ``new_value``"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:291
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:349
msgid "``str`` is a built-in function that converts about any value to text. ``Number``'s ``text`` property requires a string so we can't assign it to ``new_value`` directly"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:295
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:353
msgid "Also call ``update_health`` at the end of the ``_ready`` function to initialize the ``Number`` node's ``text`` with the right value at the start of the game. Press F5 to test the game: the life bar updates with every attack!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:302
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:360
msgid "Both the Number node and the TextureProgress update when the Player takes a hit"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:306
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:364
msgid "Animate the loss of life with the Tween node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:308
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:366
msgid "Our interface is functional, but it could use some animation. That's a good opportunity to introduce the ``Tween`` node, an essential tool to animate properties. ``Tween`` animates anything you'd like from a start to an end state over a certain duration. For example it can animate the health on the ``TextureProgress`` from its current level to the ``Player``'s new ``health`` when the character takes damage."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:315
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:373
msgid "The ``GUI`` scene already contains a ``Tween`` child node stored in the ``tween`` variable. Let's now use it. We have to make some changes to ``update_health``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:319
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:377
msgid "We will use the ``Tween`` node's ``interpolate_property`` method. It takes seven arguments:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:322
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:380
msgid "A reference to the node who owns the property to animate"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:323
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:381
msgid "The property's identifier as a string"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:324
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:382
msgid "The starting value"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:325
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:383
msgid "The end value"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:326
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:384
msgid "The animation's duration in seconds"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:327
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:385
msgid "The type of the transition"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:328
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:386
msgid "The easing to use in combination with the equation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:330
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:388
msgid "The last two arguments combined correspond to an `easing equation <#>`__. This controls how the value evolves from the start to the end point."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:334
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:392
msgid "Click the script icon next to the ``GUI`` node to open it again. The ``Number`` node needs text to update itself, and the ``Bar`` needs a float or an integer. We can use ``interpolate_property`` to animate a number, but not to animate text directly. We're going to use it to animate a new ``GUI`` variable named ``animated_health``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:340
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:398
msgid "At the top of the script, define a new variable, name it ``animated_health``, and set its value to 0. Navigate back to the ``update_health`` method and clear its content. Let's animate the ``animated_health`` value. Call the ``Tween`` node's ``interpolate_property`` method:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:350
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:420
msgid "Let's break down the call:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:356
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:426
msgid "We target ``animated_health`` on ``self``, that is to say the ``GUI`` node. ``Tween``'s interpolate\\_property takes the property's name as a string. That's why we write it as ``\"animated_health\"``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:364
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:434
msgid "The starting point is the current value the bar's at. We still have to code this part, but it's going to be ``animated_health``. The end point of the animation is the ``Player``'s ``health`` after the ``health_changed``: that's ``new_value``. And ``0.6`` is the animation's duration in seconds."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:374
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:444
msgid "The last two arguments are constants from the ``Tween`` class. ``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` doesn't do anything with a linear transition, but we must provide this last argument or we'll get an error."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:379
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:449
msgid "The animation will not play until we activated the ``Tween`` node with ``tween.start()``. We only have to do this once if the node is not active. Add this code after the last line:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:390
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:468
msgid "Although we could animate the `health` property on the `Player`, we really shouldn't. Characters should lose life instantly when they get hit. It makes it a lot easier to manage their state, like to know when one died. You always want to store animations in a separate data container or node. The `tween` node is perfect for code-controlled animations. For hand-made animations, check out `AnimationPlayer`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:393
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:471
msgid "Assign the animated\\_health to the LifeBar"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:395
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:473
msgid "Now the ``animated_health`` variable animates but we don't update the actual ``Bar`` and ``Number`` nodes anymore. Let's fix this."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:398
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:476
msgid "So far, the update\\_health method looks like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:407
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:500
msgid "In this specific case, because ``number_label`` takes text, we need to use the ``_process`` method to animate it. Let's now update the ``Number`` and ``TextureProgress`` nodes like before, inside of ``_process``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:420
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:522
msgid "`number_label` and `bar` are variables that store references to the `Number` and `TextureProgress` nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:422
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:524
msgid "Play the game to see the bar animate smoothly. But the text displays decimal number and looks like a mess. And considering the style of the game, it'd be nice for the life bar to animate in a choppier fashion."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:428
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:530
msgid "The animation is smooth but the number is broken"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:430
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:532
msgid "We can fix both problems by rounding out ``animated_health``. Use a local variable named ``round_value`` to store the rounded ``animated_health``. Then assign it to ``number_label.text`` and ``bar.value``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:442
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:554
msgid "Try the game again to see a nice blocky animation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:446
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:558
msgid "By rounding out animated\\_health we hit two birds with one stone"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:450
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:562
msgid "Every time the player takes a hit, the ``GUI`` calls ``_on_Player_health_changed``, which in turn calls ``update_health``. This updates the animation and the ``number_label`` and ``bar`` follow in ``_process``. The animated life bar that shows the health going down gradually is just a trick. It makes the GUI feel alive. If the ``Player`` takes 3 damage, it happens in an instant."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:458
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:570
msgid "Fade the bar when the Player dies"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:460
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:572
msgid "When the green character dies, it plays a death animation and fades out. At this point, we shouldn't show the interface anymore. Let's fade the bar as well when the character died. We will reuse the same ``Tween`` node as it manages multiple animations in parallel for us."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:465
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:577
msgid "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to know when it just died. Press :kbd:`F1` to jump back to the 2D Workspace. Select the ``Player`` node in the Scene dock and click on the Node tab next to the Inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:470
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:582
msgid "Find the ``died`` signal, select it, and click the Connect button."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:474
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:586
msgid "The signal should already have the Enemy connected to it"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:476
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:588
msgid "In the Connecting Signal window, connect to the ``GUI`` node again. The Path to Node should be ``../../GUI`` and the Method in Node should show ``_on_Player_died``. Leave the Make Function option on and click Connect at the bottom of the window. This will take you to the ``GUI.gd`` file in the Script Workspace."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:484
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:596
msgid "You should get these values in the Connecting Signal window"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:488
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:600
msgid "You should see a pattern by now: every time the GUI needs a new piece of information, we emit a new signal. Use them wisely: the more connections you add, the harder they are to track."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:490
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:602
msgid "To animate a fade on a UI element, we have to use its ``modulate`` property. ``modulate`` is a ``Color`` that multiplies the colors of our textures."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:496
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:608
msgid "`modulate` comes from the `CanvasItem` class, All 2D and UI nodes inherit from it. It lets you toggle the visibility of the node, assign a shader to it, and modify it using a color with `modulate`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:498
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:610
msgid "``modulate`` takes a ``Color`` value with 4 channels: red, green, blue and alpha. If we darken any of the first three channels it darkens the interface. If we lower the alpha channel our interface fades out."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:502
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:614
msgid "We're going to tween between two color values: from a white with an alpha of ``1``, that is to say at full opacity, to a pure white with an alpha value of ``0``, completely transparent. Let's add two variables at the top of the ``_on_Player_died`` method and name them ``start_color`` and ``end_color``. Use the ``Color()`` constructor to build two ``Color`` values."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:515
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:636
msgid "``Color(1.0, 1.0, 1.0)`` corresponds to white. The fourth argument, respectively ``1.0`` and ``0.0`` in ``start_color`` and ``end_color``, is the alpha channel."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:519
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:640
msgid "We then have to call the ``interpolate_property`` method of the ``Tween`` node again:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:526
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:653
msgid "This time we change the ``modulate`` property and have it animate from ``start_color`` to the ``end_color``. The duration is of one second, with a linear transition. Here again, because the transition is linear, the easing does not matter. Here's the complete ``_on_Player_died`` method:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:539
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:678
msgid "And that is it. You may now play the game to see the final result!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:543
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:682
msgid "The final result. Congratulations for getting there!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:547
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:686
msgid "Using the exact same techniques, you can change the color of the bar when the Player gets poisoned, turn the bar red when its health drops low, shake the UI when they take a critical hit... the principle is the same: emit a signal to forward the information from the `Player` to the `GUI` and let the `GUI` process it."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,7 +29,7 @@ msgid "Raw audio data in general is large and undesired. Godot provides two main
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12
msgid "Each has different advantages. * Wav files use raw data or light compression, requre small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space. * Ogg Vorbis files use a stronger compression that results in much smaller file size, but uses significantly more processor to play back."
msgid "Each has different advantages. * Wav files use raw data or light compression, require small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space. * Ogg Vorbis files use a stronger compression that results in much smaller file size, but uses significantly more processor to play back."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:19

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,7 +57,7 @@ msgid "Compress Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:36
msgid "VRAM Compression: This is the most common copression mode for 3D assets. File on disk is reduced and video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though."
msgid "VRAM Compression: This is the most common compression mode for 3D assets. File on disk is reduced and video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:38
@@ -307,6 +307,6 @@ msgid "Detect 3D"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:156
msgid "This option makes Godot be aware of when a texture (which is imported for 2D as default) is used in 3D. If this happens, setting are changed so the texture flags are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM). Texture is also reimported automaticlaly."
msgid "This option makes Godot be aware of when a texture (which is imported for 2D as default) is used in 3D. If this happens, setting are changed so the texture flags are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM). Texture is also reimported automatically."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,7 +53,7 @@ msgid "Before selecting it in the export options, you will need to install an ex
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:32
msgid "After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** exectuable."
msgid "After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** executable."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:34
@@ -61,7 +61,7 @@ msgid "For Linux users, you will also need to install wine in order to use rcedi
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38
msgid "Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows deskop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon."
msgid "Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows desktop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:40

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,274 +21,306 @@ msgid "Customizing the Web export HTML page"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:6
msgid "Rather than the default HTML page that comes with the export templates, it is also possible to use a custom HTML page. This allows drastic customization of the final web presentation and behavior. The path to custom HTML page is specified in the export options as ``Html/Custom Html Shell``."
msgid "Rather than the default HTML page that comes with the export templates, it is also possible to use a custom HTML page. This allows drastic customization of the final web presentation and behavior. The path to the custom HTML page is specified in the export options as ``Html/Custom Html Shell``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:11
msgid "The default HTML page is available in the Godot Engine repository at `/mist/dist/html/default.html <https://github.com/godotengine/godot/blob/master/misc/dist/html/default.html>`_."
msgid "The default HTML page is available in the Godot Engine repository at `/mist/dist/html/default.html <https://github.com/godotengine/godot/blob/master/misc/dist/html/default.html>`_. Some simple use-cases where customizing the default page is useful include:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:15
msgid "Placeholder substitution"
msgid "Loading files from a different directory"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:16
msgid "Loading a ``.zip`` file instead of a ``.pck`` file as main pack"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:17
msgid "Loading engine files from a different directory than the main pack file"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:18
msgid "Loading some extra files before the engine starts, so they are available in the file system later"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:20
msgid "Passing custom \"command line\" arguments, e.g. ``-s`` to start a MainLoop script"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:23
msgid "Placeholder substitution"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:25
msgid "When exporting the game, several placeholders in the HTML page are substituted by values dependening on the export:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:21
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:29
msgid "Placeholder"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:21
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:29
msgid "substituted by"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:23
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:31
msgid "``$GODOT_BASENAME``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:23
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:31
msgid "Basename of exported files without suffixes, e.g. ``game`` when exporting ``game.html``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:26
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:34
msgid "``$GODOT_DEBUG_ENABLED``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:26
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:34
msgid "``true`` if debugging, ``false`` otherwise"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:28
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:36
msgid "``$GODOT_HEAD_INCLUDE``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:28
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:36
msgid "Custom string to include just before the end of the HTML ``<head>`` element"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:32
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:40
msgid "The HTML file must evaluate the JavaScript file ``$GODOT_BASENAME.js``. This file defines a global ``Engine`` object used to start the engine, :ref:`see below <doc_javascript_engine_object>` for details."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:36
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:44
msgid "The boot splash image is exported as ``$GODOT_BASENAME.png`` and can be used e.g. in ``<img />`` elements."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:39
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:47
msgid "``$GODOT_DEBUG_ENABLED`` can be useful to optionally display e.g. an output console or other debug tools."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:42
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:50
msgid "``$GODOT_HEAD_INCLUDE`` is substituted with the string specified by the export option ``Html/Head Include``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:48
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:56
msgid "The ``Engine`` object"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:50
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:58
msgid "The JavaScript global object ``Engine`` is defined by ``$GODOT_BASENAME.js`` and serves as an interface to the engine start-up process."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:53
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:61
msgid "The object itself has only two methods, ``load()`` and ``unload()``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:56
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:64
msgid "``Engine.load(basePath)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:58
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:66
msgid "Loads the engine from the passed base path."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:60
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:68
msgid "Returns a promise that resolves once the engine is loaded."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:63
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:71
msgid "``Engine.unload()``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:65
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:73
msgid "Unloads the module to free memory. This is called automatically once the module is instantiated unless explicitly disabled."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:69
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:77
msgid "``Engine.isWebGLAvailable(majorVersion = 1)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:79
msgid "Returns ``true`` if the given major version of WebGL is available, ``false`` otherwise. Defaults to ``1`` for WebGL 1.0."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:83
msgid "Starting an ``Engine`` instance"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:71
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:85
msgid "The more interesting interface is accessed by instantiating ``Engine`` using the ``new`` operator:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:78
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:92
msgid "This ``Engine`` instance, referred to as ``engine`` with a lower-case ``e`` from here, is a startable instance of the engine, usually a game. To start such an instance, the global ``Engine`` object must be loaded, then the ``engine`` instance must be initialized and started."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:84
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:98
msgid "``engine.init(basePath)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:86
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:100
msgid "Initializes the instance. If the engine wasn't loaded yet, a base path must be passed from which the engine will be loaded."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:89
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:103
msgid "Returns a promise that resolves once the engine is loaded and initialized. It can then be started with ``engine.startGame()``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:93
msgid "``engine.preloadFile(file, fileName)``"
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:107
msgid "``engine.preloadFile(file, path)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:95
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:109
msgid "This loads a file so it is available in the file system once the instance is started. This must be called **before** starting the instance."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:98
msgid "If ``file`` is a string, the file will be loaded from that URL and the file name will be retained. If ``file`` is an ``ArrayBuffer`` or a view on one, the buffer will available as a file under the name given by ``fileName``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:102
msgid "Returns a promise that resolves once the file is preloaded."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:105
msgid "``engine.start(arg1, arg2, …)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:107
msgid "Starts the instance of the engine, handing the passed strings as arguments to the ``main()`` function. This allows great control over how the engine is used, but usually the other methods whose names start with ``engine.start`` are simpler to use."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:112
msgid "Returns a promise that resolves once the engine started."
msgid "If ``file`` is a string, the file will be loaded from that URL. If ``file`` is an ``ArrayBuffer`` or a view on one, the buffer will used as content of the file."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:115
msgid "``engine.startGame(mainPack)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:117
msgid "Starts the game with the main pack loaded from the passed URL string and starts the engine with it."
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:116
msgid "If ``path`` is a string, it specifies the path by which the file will be available. This is mandatory if ``file`` is not a string. Otherwise, the path is derived from the URL of the loaded file."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:120
msgid "If the engine isn't loaded yet, the base path of the passed URL will be used to load the engine."
msgid "Returns a promise that resolves once the file is preloaded."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:123
msgid "``engine.start(arg1, arg2, …)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:125
msgid "Starts the instance of the engine, handing the passed strings as arguments to the ``main()`` function. This allows great control over how the engine is used, but usually the other methods whose names start with ``engine.start`` are simpler to use."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:130
msgid "Returns a promise that resolves once the engine started."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:133
msgid "``engine.startGame(mainPack)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:135
msgid "Starts the game with the main pack loaded from the passed URL string and starts the engine with it."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:138
msgid "If the engine isn't loaded yet, the base path of the passed URL will be used to load the engine."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:141
msgid "Returns a promise that resolves once the game started."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:126
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:144
msgid "Configuring start-up behaviour"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:128
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:146
msgid "Beside starting the engine, other methods of the engine instance allow configuring the behavior:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:132
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:150
msgid "``engine.setUnloadAfterInit(enabled)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:134
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:152
msgid "Sets whether the Engine will be unloaded automatically after the instance is initialized. This frees browser memory by unloading files that are no longer needed once the instance is initialized. However, if more instances of the engine will be started, the Engine will have to be loaded again."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:139
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:157
msgid "Defaults to ``true``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:142
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:160
msgid "``engine.setCanvas(canvasElem)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:144
msgid "By default, the first canvas element on the page is used for rendering. By calling this method, another canvas can be specifed."
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:162
msgid "By default, the first canvas element on the page is used for rendering. By calling this method, another canvas can be specified."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:148
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:166
msgid "``engine.setCanvasResizedOnStart(enabled)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:150
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:168
msgid "Sets whether the canvas will be resized to the width and height specified in the project settings on start. Defaults to ``true``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:154
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:172
msgid "``engine.setLocale(locale)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:156
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:174
msgid "By default, the engine will try to guess the locale to use from the JavaScript environment. It is usually preferable to use a server-side user-specified locale, or at least use the locale requested in the HTTP ``Accept-Language`` header. This method allows specifying such a custom locale string."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:163
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:181
msgid "``engine.setExecutableName(execName)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:165
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:183
msgid "By default, the base name of the loaded engine files is used for the executable name. This method allows specifying another name."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:169
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:187
msgid "Customizing the presentation"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:171
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:189
msgid "The following methods are used to implement the presentation:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:174
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:192
msgid "``engine.setProgressFunc(func)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:176
msgid "This method is used to display download progress. The passed callback function is called with two number arguments, the first argument specifies bytes loaded so far, the second argument specifices the total number of bytes to load."
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:194
msgid "This method is used to display download progress. The passed callback function is called with two number arguments, the first argument specifies bytes loaded so far, the second argument specifies the total number of bytes to load."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:188
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:206
msgid "If the total is 0, it couldn't be calculated. Possible reasons include:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:191
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:209
msgid "Files are delivered with server-side chunked compression"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:192
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:210
msgid "Files are delivered with server-side compression on Chromium"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:193
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:211
msgid "Not all file downloads have started yet (usually on servers without multi-threading)"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:196
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:214
msgid "``engine.setStdoutFunc(func)``, ``engine.setStderrFunc(func)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:198
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:216
msgid "These methods allow implementing custom behavior for the ``stdout`` and ``stderr`` streams. The functions passed in will be called with one string argument specifying the string to print."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:209
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:227
msgid "These methods should usually only be used in debug pages. The ``$GODOT_DEBUG_ENABLED`` placeholder can be used to check for this."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:212
msgid "By default, ``console.log()`` and ``console.warn()`` are used respecively."
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:230
msgid "By default, ``console.log()`` and ``console.warn()`` are used respectively."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:215
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:233
msgid "Accessing the Emscripten ``Module``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:217
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:235
msgid "If you know what you're doing, you can access the runtime environment (Emscripten's ``Module``) as ``engine.rtenv``. Check the official Emscripten documentation for information on how to use it: https://kripken.github.io/emscripten-site/docs/api_reference/module.html"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -36,59 +36,59 @@ msgstr ""
msgid "Install OpenJDK or Oracle JDK"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:18
msgid "Download and install [OpenJDK](https://github.com/ojdkbuild/ojdkbuild) or [Oracle JDK](http://www.oracle.com/technetwork/java/javase/downloads/index.html). Versions below JDK 8 may not work, some users have reported issues with the jarsigner (used to sign the APKs) in JDK 7."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:17
msgid "Download and install `OpenJDK <https://github.com/ojdkbuild/ojdkbuild>`__ or `Oracle JDK <http://www.oracle.com/technetwork/java/javase/downloads/index.html>`__. Versions below JDK 8 may not work, some users have reported issues with the jarsigner (used to sign the APKs) in JDK 7."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20
msgid "Create a debug.keystore"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:23
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:22
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 (on Linux and macOS, you can find it in the ``~/.android`` directory)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:28
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:27
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/getting_started/workflow/export/exporting_for_android.rst:36
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:35
msgid "Make sure you have adb"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:38
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:37
msgid "Android Debug Bridge (adb) is the command line tool used to communicate with Android devices. It's installed with the SDK, but you may need to install one (any) of the Android API levels for it to be installed in the SDK directory."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:43
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:42
msgid "Setting it up in Godot"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:45
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:44
msgid "Enter the Editor Settings screen. This screens contains the editor settings for the user account in the computer (It's independent from the project)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:51
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:50
msgid "Scroll down to the section where the Android settings are located:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:55
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:54
msgid "In that screen, the path to 3 files needs to be set:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:57
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:56
msgid "The *adb* executable (adb.exe on Windows)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:58
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:57
msgid "The *jarsigner* executable (from JDK 6 or 8)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:59
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:58
msgid "The debug *keystore*"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:61
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:60
msgid "Once that is configured, everything is ready to export to Android!"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,202 +21,206 @@ msgid "Exporting for the Web"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:6
msgid "HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for the recent technologies `WebAssembly <http://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__ in the user's browser. **Firefox** and **Chromium** (Chrome, Opera) are the most popular supported browsers, **Safari** and **Edge** do not work yet."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:13
msgid "Limitations"
msgid "HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for the recent technologies `WebAssembly <http://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__ in the user's browser. **Firefox** and **Chromium** (Chrome, Opera) are the most popular supported browsers, **Safari** and **Edge** do not work yet. On **iOS**, all browsers must be based on WebKit (i.e. Safari), so they will also not work."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15
msgid "Limitations"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:17
msgid "For security and privacy reasons, many features that work effortlessly on native platforms are more complicated on the web platform. Following is a list of limitations you should be aware of when porting a Godot game to the web."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:20
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:22
msgid "Exported ``.html`` file must not be reused"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:22
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:24
msgid "On export, several text placeholders are replaced in the **generated HTML file** specifically for the given export options. It must not be reused in further exports."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:27
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:29
msgid "Using cookies for data persistence"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:29
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:31
msgid "Users must **allow cookies** (specifically IndexedDB) if persistence of the ``user://`` file system is desired. When playing a game presented in an ``iframe``, **third-party** cookies must also be enabled. Incognito/private browsing mode also prevents persistence."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:34
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:36
msgid "The method ``OS.is_userfs_persistent()`` can be used to check if the ``user://`` file system is persistent, but can give false positives in some cases."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:39
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:41
msgid "Full screen and mouse capture"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:41
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:43
msgid "Browsers do not allow arbitrarily **entering full screen** at any time. The same goes for **capturing the cursor**. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this is most easily done by entering full screen from within an input callback such as ``_input`` or ``_unhandled_input``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:49
msgid "For the same reason, the full screen project setting is ignored."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:50
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:52
msgid "HTTPClient"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:52
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:54
msgid "The ``HTTPClient`` implementation for the HTML5 platform has several restrictions:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:55
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:57
msgid "Accessing or changing the ``StreamPeer`` is not possible"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:56
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:58
msgid "Blocking mode is not available"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:57
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:59
msgid "Cannot progress more than once per frame, so polling in a loop will freeze"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:60
msgid "No chunked responses"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:58
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:61
msgid "Host verification cannot be disabled"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:59
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:62
msgid "Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`_"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:62
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:65
msgid "Unimplemented functionality"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:64
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:67
msgid "The following functionality is currently unavailable on the HTML5 platform:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:66
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:69
msgid "Threads"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:67
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:70
msgid "GDNative"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:68
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:71
msgid "Clipboard synchronisation between engine and operating system"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:69
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:72
msgid "Networking other than ``HTTPClient``"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:71
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74
msgid "Check the `list of open HTML5 issues on Github <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`_ to see if functionality you're interested in has an issue yet. If not, open one to communicate your interest."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:76
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:79
msgid "Starting exported games from the local file system"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:78
msgid "Many browsers will not load exported projects when **opened locally** per ``file://`` protocol. To get around this, use a local server."
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:81
msgid "Many browsers, Chromium-based browsers specifically, will not load exported projects when **opened locally** per ``file://`` protocol. To get around this, use a local server."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:81
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:85
msgid "Python offers an easy method for this, using ``python -m SimpleHTTPServer`` with Python 2 or ``python -m http.server`` with Python 3 will serve the current working directory on ``http://localhost:8000``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:86
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:90
msgid "Serving the files"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:92
msgid "Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:92
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:96
msgid "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time, its name is never depended on by default."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:96
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:100
msgid "The HTML page is designed to fit the game perfectly without cutting off parts of the canvas when the browser window is scaled to the game's dimensions. This way it can be inserted into an ``<iframe>`` with the game's size, as is common on most web game hosting sites."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:101
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:105
msgid "The other exported files are served as they are, next to the ``.html`` file, names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing the engine. The ``.pck`` file is the Godot main pack containing your game. The ``.js`` file contains start-up code and is used by the ``.html`` file to access the engine. The ``.png`` file contains the boot splash image. It is not used in the default HTML page, but is included for :ref:`custom HTML pages <doc_customizing_html5_shell>`."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:109
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113
msgid "The ``.pck`` file is binary, usually delivered with the MIME-type ``application/octet-stream``. The ``.wasm`` file is delivered as ``application/wasm``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117
msgid "Delivering the files with server-side compression is recommended especially for the ``.pck`` and ``.wasm`` files, which are usually large in size. The WebAssembly module compresses particularly well, down to around a quarter of its original size with gzip compression."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:119
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:123
msgid "Export options"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:121
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125
msgid "If a runnable web export template is available, a button appears between the *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the game in the default browser for testing."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:129
msgid "If a path to a **Custom HTML shell** file is given, it will be used instead of the default HTML page. See :ref:`doc_customizing_html5_shell`."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:132
msgid "**Head Include** is appended into the ``<head>`` element of the generated HTML page. This allows to, for example, load webfonts and third-party JavaScript APIs, include CSS, or run JavaScript code."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:132
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:136
msgid "Turning on **Export with Debug** when exporting will, in addition to enabling various debug features of the engine, display a debug output below the canvas when using the default HTML page, displaying JavaScript and engine errors. You can also use the browser-integrated developer console, usually opened with the F12 key, which often shows more information, including WebGL errors."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:139
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:145
msgid "Calling JavaScript from script"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:141
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:147
msgid "In web builds, the ``JavaScript`` singleton is implemented. If offers a single method called ``eval`` that works similarly to the JavaScript function of the same name. It takes a string as an argument and executes it as JavaScript code. This allows interacting with the browser in ways not possible with script languages integrated into Godot."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:158
msgid "The value of the last JavaScript statement is converted to a GDScript value and returned by ``eval()`` under certain circumstances:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:155
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:161
msgid "JavaScript ``number`` is returned as GDScript :ref:`class_float`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:162
msgid "JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:157
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:163
msgid "JavaScript ``string`` is returned as GDScript :ref:`class_String`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:158
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:164
msgid "JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as GDScript :ref:`class_PoolByteArray`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:167
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173
msgid "Any other JavaScript value is returned as ``null``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:169
msgid "Calling ``JavaScript.eval`` on platforms other than HTML5 will also return ``null``."
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:175
msgid "HTML5 export templates may be built without support for the singleton. With such templates, and on platforms other than HTML5, calling ``JavaScript.eval`` will also return ``null``. The availability of the singleton can be checked with the ``JavaScript`` :ref:`feature tag <doc_feature_tags>`::"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:172
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:186
msgid "The ``eval`` method also accepts a second, optional Boolean argument, which specifies whether to execute the code in the global execution context, defaulting to ``false`` to prevent polluting the global namespace::"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -81,178 +81,186 @@ msgid "Running on Android"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:36
msgid "**JavaScript**"
msgid "**HTML5**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:36
msgid "Running on JavaScript (HTML5)"
msgid "Running on HTML5"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:38
msgid "**JavaScript**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:38
msgid ":ref:`JavaScript singleton <doc_javascript_eval>` is available"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:41
msgid "**OSX**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:38
#: ../../docs/getting_started/workflow/export/feature_tags.rst:41
msgid "Running on macOS"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:40
#: ../../docs/getting_started/workflow/export/feature_tags.rst:43
msgid "**iOS**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:40
#: ../../docs/getting_started/workflow/export/feature_tags.rst:43
msgid "Running on iOS"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:42
#: ../../docs/getting_started/workflow/export/feature_tags.rst:45
msgid "**UWP**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:42
#: ../../docs/getting_started/workflow/export/feature_tags.rst:45
msgid "Running on UWP"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:44
#: ../../docs/getting_started/workflow/export/feature_tags.rst:47
msgid "**Windows**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:44
#: ../../docs/getting_started/workflow/export/feature_tags.rst:47
msgid "Running on Windows"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:46
#: ../../docs/getting_started/workflow/export/feature_tags.rst:49
msgid "**X11**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:46
#: ../../docs/getting_started/workflow/export/feature_tags.rst:49
msgid "Running on X11"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:48
#: ../../docs/getting_started/workflow/export/feature_tags.rst:51
msgid "**debug**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:48
#: ../../docs/getting_started/workflow/export/feature_tags.rst:51
msgid "Running on a debug build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:50
#: ../../docs/getting_started/workflow/export/feature_tags.rst:53
msgid "**release**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:50
#: ../../docs/getting_started/workflow/export/feature_tags.rst:53
msgid "Running on a release build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:52
#: ../../docs/getting_started/workflow/export/feature_tags.rst:55
msgid "**32**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:52
#: ../../docs/getting_started/workflow/export/feature_tags.rst:55
msgid "Running on a 32-bit build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:54
#: ../../docs/getting_started/workflow/export/feature_tags.rst:57
msgid "**64**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:54
#: ../../docs/getting_started/workflow/export/feature_tags.rst:57
msgid "Running on a 64-bit build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:56
#: ../../docs/getting_started/workflow/export/feature_tags.rst:59
msgid "**mobile**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:56
#: ../../docs/getting_started/workflow/export/feature_tags.rst:59
msgid "Host OS is a mobile platform"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:58
#: ../../docs/getting_started/workflow/export/feature_tags.rst:61
msgid "**pc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:58
#: ../../docs/getting_started/workflow/export/feature_tags.rst:61
msgid "Host OS is a PC platform (desktop/laptop)"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:60
#: ../../docs/getting_started/workflow/export/feature_tags.rst:63
msgid "**web**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:60
#: ../../docs/getting_started/workflow/export/feature_tags.rst:63
msgid "Host OS is a Web browser"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:62
#: ../../docs/getting_started/workflow/export/feature_tags.rst:65
msgid "**etc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:62
#: ../../docs/getting_started/workflow/export/feature_tags.rst:65
msgid "Textures using ETC1 compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:64
#: ../../docs/getting_started/workflow/export/feature_tags.rst:67
msgid "**etc2**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:64
#: ../../docs/getting_started/workflow/export/feature_tags.rst:67
msgid "Textures using ETC2 compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:66
#: ../../docs/getting_started/workflow/export/feature_tags.rst:69
msgid "**s3tc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:66
#: ../../docs/getting_started/workflow/export/feature_tags.rst:69
msgid "Textures using S3TC (DXT/BC) compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:68
#: ../../docs/getting_started/workflow/export/feature_tags.rst:71
msgid "**pvrtc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:68
#: ../../docs/getting_started/workflow/export/feature_tags.rst:71
msgid "Textures using PVRTC compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:72
#: ../../docs/getting_started/workflow/export/feature_tags.rst:75
msgid "Custom features"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:74
#: ../../docs/getting_started/workflow/export/feature_tags.rst:77
msgid "It is possible to add custom features to a build, just use the relevant field in the *export preset* used to generate it:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:80
#: ../../docs/getting_started/workflow/export/feature_tags.rst:83
msgid "Overriding project settings"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:82
#: ../../docs/getting_started/workflow/export/feature_tags.rst:85
msgid "Features can be used to override specific configuration values in the *Project Settings*. This allows to better customize any configuration when doing a build."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:85
#: ../../docs/getting_started/workflow/export/feature_tags.rst:88
msgid "In the following example, a different icon is added for the demo build of the game (which was customized in a special export preset which, in turn, includes only demo levels)."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:90
#: ../../docs/getting_started/workflow/export/feature_tags.rst:93
msgid "After overriding, a new field is added for this specific configuration:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:95
#: ../../docs/getting_started/workflow/export/feature_tags.rst:98
msgid "Default overrides"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:97
#: ../../docs/getting_started/workflow/export/feature_tags.rst:100
msgid "There are already a lot of settings that come with overrides by default, they can be found in many sections of the project settings."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:103
#: ../../docs/getting_started/workflow/export/feature_tags.rst:106
msgid "Customizing Build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:105
#: ../../docs/getting_started/workflow/export/feature_tags.rst:108
msgid "Feature tags can be used to customize a build process too, by writing a custom **ExportPlugin**. They also are used to specify which shared library is loaded and exported in **GDNative**."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -56,11 +56,11 @@ msgstr ""
msgid "Tutorials"
msgstr ""
#: ../../docs/index.rst:78
#: ../../docs/index.rst:80
msgid "Development"
msgstr ""
#: ../../docs/index.rst:88
#: ../../docs/index.rst:90
msgid "Community"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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