diff --git a/sphinx/po/de/LC_MESSAGES/about/faq.po b/sphinx/po/de/LC_MESSAGES/about/faq.po index 7a4745167b..4d7989c32a 100644 --- a/sphinx/po/de/LC_MESSAGES/about/faq.po +++ b/sphinx/po/de/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/index.po b/sphinx/po/de/LC_MESSAGES/about/index.po index 641af3f7a4..d10f7d95e1 100644 --- a/sphinx/po/de/LC_MESSAGES/about/index.po +++ b/sphinx/po/de/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/introduction.po b/sphinx/po/de/LC_MESSAGES/about/introduction.po index b1a50c0195..d9ac09720a 100644 --- a/sphinx/po/de/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/channels.po b/sphinx/po/de/LC_MESSAGES/community/channels.po index 341b69b635..cfaeb65e18 100644 --- a/sphinx/po/de/LC_MESSAGES/community/channels.po +++ b/sphinx/po/de/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index ea04619ff3..90bebdce69 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po index 1710db757d..95220460d7 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index fe7e6fa701..3dee87f812 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po index cc7cc4bbdb..cfb9a5b194 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po index 6966c946f6..0ae0bfc2f4 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po index 5f904c6a11..5f5ca1564d 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po index d4ffed8952..8204d46b9c 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po index e275df96eb..eeb29a1673 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/index.po b/sphinx/po/de/LC_MESSAGES/community/index.po index ce35f87c25..b7ce71a996 100644 --- a/sphinx/po/de/LC_MESSAGES/community/index.po +++ b/sphinx/po/de/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/resources.po b/sphinx/po/de/LC_MESSAGES/community/resources.po index 0461e2d81b..53c3b9d08f 100644 --- a/sphinx/po/de/LC_MESSAGES/community/resources.po +++ b/sphinx/po/de/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/tutorials.po b/sphinx/po/de/LC_MESSAGES/community/tutorials.po index eaa3093f08..267c32360f 100644 --- a/sphinx/po/de/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/de/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,3 +54,7 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po index c10a31f8f3..c97e5afa46 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po index c5a0746e79..2762d3c4ab 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po index 1d92bf24bb..75d019f8ac 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 7f63ec2737..c151907692 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po index 1f3d59394b..245e8565f4 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po index f5dd1b501a..7c2949b052 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po index c445718133..f2e9ad1581 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po index 552ef9cb68..ad1d3fb5cc 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 629c8a4440..6214a023ae 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po index 9b173e69c0..ab46347eb4 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po index 739a13edab..aeb86d9971 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index ccadf24e73..e285d21739 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/de/LC_MESSAGES/development/compiling/packaging_godot.po index 2e8cb52256..ece09d8089 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po index 41c4abcbeb..2ac7aef04e 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po index 7d51eda324..8f3b03cdb8 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/de/LC_MESSAGES/development/cpp/creating_android_modules.po index 0fb7b6f3e6..1d549b3bc9 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po index 46f39f42bc..2e00ed2bc2 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po index 100f80bc5c..620e81e799 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index f51cb2e671..9ca0283e97 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 842d812236..5d2588dfba 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po index 7b7dde4e05..79b526d25c 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 9d32270c21..f98cee4d5c 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 443d9d5060..ed22c31f43 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po index ec2f4e7636..05853b6f4f 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po index 5f38a7172b..814134efa3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po index 7b782a7d2b..3a8e827bc8 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po index 6b5710c1c9..44a303bab3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "Ressourcen" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,405 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "Ressourcenpfad" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +msgid "Skeleton" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "Animation" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "Ressourcen" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +#, fuzzy +msgid "ArrayMesh" +msgstr "Arrays" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +#, fuzzy +msgid "arrays" +msgstr "Arrays" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +msgid "An example of ArrayMesh:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "Animation" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +msgid "path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:380 +msgid "interp" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +msgid "imported" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "Transformation" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "Wert" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "Konstanten" + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index ab9792323a..e28f4f7188 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po index 1d13920266..04a1c8e5a0 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po index 3daefeffc0..778c6e5060 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po index ea754e4934..899f0bf892 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 02ece8dda6..117d721d18 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -266,5 +266,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index c957fcd6af..581039e511 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index f4cd4f112b..98b2d8a4a9 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index e86571fbbb..7bd7bc03af 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index f120a4d676..4e2287f646 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 564e53cdd1..508024933d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 417ccc2d0e..703eb8264c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index d98ccd9eee..9d17d2095b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 39b23d440b..77178bc51a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po index a9c8fb1250..2e05d47ce5 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po index 75780bbb12..d6f02caf08 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 7bec081524..c1e33d544b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 402c0f417c..e4e4adf2ea 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index d02cb1cad4..d8bb527b80 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 965c3e8128..eab293799c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po index abd58f193f..c71003d35a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po index 12b3345fc0..f5e2ff53b6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po index aa6e7ade01..1be2736e23 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 2a4404a4a4..6f9687a377 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po index fdffd2aac6..e0e230405b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po index 37cd610f54..76df7ca59b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 4480951293..bfae18afc4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 243b81929d..ce95e1cf36 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po index 43de7c071b..6f3f734a6d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index a6a84ad66d..8fb9d6cdcc 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index dde8c061d4..ece344b71c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po index 7abc9a7b31..68571e5fc0 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 57e36f61ba..7315f955f1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index b75899d4be..97619c3504 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index a9f0073a76..dd948ac7dd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index a291177113..1fda9928b8 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 7cac76eb40..9b1b8df152 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 9b33c4611b..2831e690d1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 1364b08ca6..44bcb73f11 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index a16e3490f0..dd9155cb16 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 11ad612891..f4268dba52 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index baea4c985b..b294b93cf4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index d63a70355c..b5e4d862bc 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 08a07012aa..23a6b3e09e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 4e005e24bc..74e205697b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po index e4de331e26..1ba276ff75 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index a390d60bde..60f05f3105 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index 8d1df645a3..d2a6030729 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 2a3105e4e5..fb10ec14c3 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 5996ba04d9..f22309b885 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index f728dbbeea..9f685da433 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index a2a1efd747..a40e394e01 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 74f6170094..5e4713310d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index d267804482..049a8b1d91 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 41b77751af..a93d65cbe1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po index 5372d11b5c..bce384fbeb 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 7cd97b84de..a9e2158ba1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po index c9dbbfc8c5..36dbc1f225 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 8b862e462b..5e0e29f11c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 72e36c5dbe..647b278e0d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/index.po b/sphinx/po/de/LC_MESSAGES/index.po index 46a89498f6..dd3f206fd3 100644 --- a/sphinx/po/de/LC_MESSAGES/index.po +++ b/sphinx/po/de/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po index 8cd880f109..1d5b4294cf 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po index cb62080b5e..581afeb734 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po index 3bbb8d3526..ceb183d5c7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 11a63930f5..b99dfb3c6f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po index c2261567b6..14ce2edbec 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index d3bf7995ac..0a1eb48b4f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 5434d45e46..895286730f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index c6eb0233fa..c020b36092 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index aee5af59b6..02cacf0aeb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 71559f353d..a4787cccea 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 4c5fdf8da6..e00bed32b2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 9de67ad149..c28832843a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -53,48 +53,48 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -153,11 +153,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 @@ -181,16 +181,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -200,26 +201,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -232,7 +233,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -247,209 +250,216 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -457,83 +467,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -541,130 +551,130 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -673,74 +683,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -749,290 +762,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1040,188 +1054,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1229,45 +1249,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index a762163dcd..482e37ce04 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,13 +313,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 @@ -346,7 +347,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +355,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +383,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +407,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +424,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -470,7 +472,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -512,10 +514,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +532,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +540,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +568,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +578,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +594,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,20 +640,20 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" +msgid "Open up ``Player.gd`` and add the following class variable:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 @@ -660,7 +662,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +672,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +691,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +718,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +750,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +826,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -838,8 +842,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -884,12 +887,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -940,34 +943,36 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." +msgid "In this case, we want to respawn the target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -976,14 +981,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -993,23 +998,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1021,15 +1026,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 52845328cb..98d53ec6e7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -239,9 +239,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -350,89 +350,88 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +msgid "Let's go through each of the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -441,30 +440,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -472,122 +471,122 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 #, fuzzy msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr ":ref:`Vector3 `" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -595,13 +594,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -609,44 +608,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -654,14 +653,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -670,44 +669,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -716,27 +716,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -744,162 +745,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -907,148 +910,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index da4bd47304..e95039d033 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -190,7 +190,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -200,118 +200,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -319,13 +319,13 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 #, fuzzy msgid "" "For more information on singleton/autoload scripts, see :ref:" @@ -333,39 +333,40 @@ msgid "" msgstr "" "Für mehr Informationen über Events, siehe :ref:`doc_inputevent` Tutorial." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -374,19 +375,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -395,80 +395,86 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +msgid "Open up ``Globals.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -477,46 +483,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -526,21 +532,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -548,7 +554,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -557,7 +563,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -566,424 +572,430 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +msgid "Now all of the weapons will reset when the player dies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -991,7 +1003,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -999,309 +1011,322 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1309,39 +1334,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 14f2c9dc57..fc04da78f9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,520 +27,524 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" +"add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +552,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +583,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -661,163 +665,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index c9a0b5c69c..324899fef5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -744,7 +745,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -785,9 +786,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -826,37 +827,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -865,19 +868,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -885,26 +888,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -912,7 +915,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -921,7 +924,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -930,20 +933,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -952,66 +955,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1021,7 +1024,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1029,23 +1032,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1055,28 +1058,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1085,21 +1088,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1107,380 +1110,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1488,149 +1498,153 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1638,122 +1652,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po index 868800d0ba..25952707c9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 52383d2db7..1bee100c10 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po index 63a24debda..cacc623ba6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 681357b0b5..7277343c6e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index a95cc24c93..27fe0bedbf 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index f9493ec007..4a3bed3c07 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index de1bca5fde..5897c52196 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po index 2ec67153cc..6b9d8feb3f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po index 0cc29902cd..1f11cf92c0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 333219b483..58ad21913d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 9d017ee2ae..cdde02a6ab 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po index dbdeea2dc0..e7eac2d590 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index 1a45296516..fb81ba6bdb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po index f85bb05e4c..298c08ee60 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po index e021f754b3..464f7d82b4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction_2d.po index 5b5d7241c8..ffcd92a31e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po index a2506a8fdb..aa696b156f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 184439f8d4..9c5e56b311 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 8cefd6f2df..533af14529 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index b2e82093e2..129c567274 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po index 3e4d98746d..5476c15f9f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po index 7d52f9cebf..9da85cc9fa 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po index 2d66597dea..98fdec1d90 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po index 5ba1f03b47..90c1b6945f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index e1e2cb0064..edc44d5a4f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 5e25530669..128afb0f1f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index cb4d38a739..d4b1de51e9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po index 1f8b0fbffe..5be29633c6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po index 2168926d17..0271ed584d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po index fb5894fa93..fc4c8a3099 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po index 11e7d6683b..3c76c7d2cd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 56286f0d00..dfa8f59a39 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po index 40a4be1d3b..19ee3de91a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index fec4a6c66f..14110086af 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po index 793b1aa9cb..305fd63299 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po index e8b75dd9da..3c51581f2b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 6629c1c1a2..563ab71511 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po index c331f884db..973d769575 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po index bb6b1cad3e..91bc7a3ddb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 5e4288f367..6ce28f17b2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po index 9b4b601e32..837d72eee8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po index a6ad806195..971b0c1440 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po index 0d1dbce8ad..6e6aab0c9a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index b128ee4a0d..d4a97e9c55 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/rotations.po index 274ecf3b3f..baf15128a0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po index bcdd49211c..8f83825377 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po index 1a82938922..d7f27fc250 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index af03b350c8..25c22078af 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 0fdc4a7ad7..8fc106b3d3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po index afa6cce7c1..ef3c4aba3c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po index 2ab3633c58..cf1143ffa1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index b1d56b2df5..8107ade735 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po index d087e44bea..2a9ecb8efc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po index 8eb142e13a..fc8143fb62 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po index a0446b19b2..1106b9b5d1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 19469559f7..e4066abfb3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po index 21972f9a65..21f99ae8a8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 66ab127bac..bbe9d3f502 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po index d77c753fcd..09a7e40b52 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po index 98fff169ed..2f1896f963 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po index 0878464c2e..27de385687 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 104a9e0046..5b05b07549 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 7e04bdcc2d..202e933b22 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po index 3db8ec5182..dbe276f599 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po index 681ab7e19d..80618a6f39 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/services_for_ios.po index 6662ac6e5d..569e35b792 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 8d34f831e3..e6d99b3df7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po index 671cf0c467..2ab3d92407 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 58d7f2db7c..bc730ca397 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index dacd52866d..65d59079dc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..e72f2fe882 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,432 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +msgid "GDNative C++ example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "Einführung" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +msgid "Setting up your project" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +msgid "There are a few prerequisites you'll need:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "Erstellen eines C# Skripts" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +msgid "Compiling our plugin" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +msgid "Using your GDNative module" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po index f968a20e1c..3ab19f100c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po index 24a5790baf..b07fb21047 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po index 7e8a01dd39..27019132d4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 8614a55408..a3fcf294e9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po index 62fd9aa025..80c8bc86ac 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_language.po index eced9869ce..ada67949fc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po index c079b4ee51..29046891c6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 22530aae41..2880b59a39 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po index e800066ae4..830a00faf6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po index a53ee97863..e8e9ee2e16 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po index f5eb72e6a9..77fe0f3d1a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/about/faq.po b/sphinx/po/es/LC_MESSAGES/about/faq.po index 48178c7688..ebb6876222 100644 --- a/sphinx/po/es/LC_MESSAGES/about/faq.po +++ b/sphinx/po/es/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -438,15 +438,14 @@ msgid "Why is FBX not supported for import?" msgstr "¿Por qué FBX no está soportado para ser importado?" #: ../../docs/about/faq.rst:154 -#, fuzzy msgid "" "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " "`_ provided by Godot." msgstr "" -"FBX SDK tiene una `licencia restrictiva `_, que es incompatible con la `licencia abierta " -"`_ proporcionada por Godot." +"`_ proporcionada por Godot." #: ../../docs/about/faq.rst:158 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/about/index.po b/sphinx/po/es/LC_MESSAGES/about/index.po index f3d9c06d98..09e1efe858 100644 --- a/sphinx/po/es/LC_MESSAGES/about/index.po +++ b/sphinx/po/es/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/about/introduction.po b/sphinx/po/es/LC_MESSAGES/about/introduction.po index 85be1f2e2e..8f10a0cb1b 100644 --- a/sphinx/po/es/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/es/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/channels.po b/sphinx/po/es/LC_MESSAGES/community/channels.po index c192eca98f..56a96518c5 100644 --- a/sphinx/po/es/LC_MESSAGES/community/channels.po +++ b/sphinx/po/es/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,7 +41,7 @@ msgstr "" #: ../../docs/community/channels.rst:13 msgid "Q & A" -msgstr "" +msgstr "Preguntas y respuestas" #: ../../docs/community/channels.rst:15 msgid "`Official Godot Questions & Answers `_" @@ -82,11 +82,11 @@ msgstr "" #: ../../docs/community/channels.rst:25 msgid "`IRC logs `_" -msgstr "" +msgstr "`IRC logs `_" #: ../../docs/community/channels.rst:28 msgid "Other chats" -msgstr "" +msgstr "Otros chats" #: ../../docs/community/channels.rst:30 msgid "" @@ -95,7 +95,7 @@ msgstr "" #: ../../docs/community/channels.rst:31 msgid "`Discord `_" -msgstr "" +msgstr "`Discord `_" #: ../../docs/community/channels.rst:34 msgid "Social networks" @@ -130,6 +130,5 @@ msgid "Forum" msgstr "Foro" #: ../../docs/community/channels.rst:46 -#, fuzzy msgid "`Forum (godotdevelopers.org) `_" -msgstr "`Foro (godotdevelopers.org) `_" +msgstr "`Foro (godotdevelopers.org) `_" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 73f7d72237..7d63dac3cc 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po index 3c09028aac..809f7a672e 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 6aad2b7e98..12e99229de 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po index 67a9dd7eb0..5bc8ec3bd0 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -168,17 +168,16 @@ msgid "License" msgstr "Licencia" #: ../../docs/community/contributing/documentation_guidelines.rst:104 -#, fuzzy msgid "" "This documentation and every page it contains is published under the terms " "of the `Creative Commons Attribution 3.0 license (CC-BY-3.0) `_, with attribution " "to \"Juan Linietsky, Ariel Manzur and the Godot community\"." msgstr "" -"Todos los contenidos de esta documentación están bajo la permisiva licencia " -"Creative Commons Attribution 3.0 (`CC-BY 3.0 `_), con atribución a \"Juan Linietsky, Ariel Manzul y a la " -"comunidad del motor Godot\"." +"Esta documentación y todas las páginas que contiene están publicadas bajo " +"los términos de la licencia Creative Commons Attribution 3.0 (`CC-BY 3.0 " +"`_), con atribución a \"Juan " +"Linietsky, Ariel Manzur y la comunidad Godot\"." #: ../../docs/community/contributing/documentation_guidelines.rst:107 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/index.po b/sphinx/po/es/LC_MESSAGES/community/contributing/index.po index 0bbc4b7bb2..f242fd8e3e 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po index dd613756d2..ec736e72d2 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 15ee05d6dd..b4b8d42868 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -318,27 +318,27 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:170 msgid "" -msgstr "" +msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:171 msgid "" -msgstr "" +msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:172 msgid "" -msgstr "" +msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:173 msgid "" -msgstr "" +msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:174 msgid "" -msgstr "" +msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:175 msgid "" -msgstr "" +msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:177 msgid "" @@ -386,7 +386,7 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:229 msgid "[Class]" -msgstr "" +msgstr "[Class]" #: ../../docs/community/contributing/updating_the_class_reference.rst:229 msgid "Link a class" @@ -489,7 +489,7 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:243 msgid "[b] [/b]" -msgstr "" +msgstr "[b] [/b]" #: ../../docs/community/contributing/updating_the_class_reference.rst:243 msgid "Bold" @@ -505,7 +505,7 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:245 msgid "[i] [/i]" -msgstr "" +msgstr "[i] [/i]" #: ../../docs/community/contributing/updating_the_class_reference.rst:245 msgid "Italic" @@ -521,7 +521,7 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:247 msgid "[code] [/code]" -msgstr "" +msgstr "[code] [/code]" #: ../../docs/community/contributing/updating_the_class_reference.rst:247 msgid "Monospace" @@ -537,7 +537,7 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:249 msgid "[codeblock] [/codeblock]" -msgstr "" +msgstr "[codeblock] [/codeblock]" #: ../../docs/community/contributing/updating_the_class_reference.rst:249 msgid "Multiline preformatted block" diff --git a/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po index 5064e7d7ce..02c42eb933 100644 --- a/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/es/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,7 +84,6 @@ msgstr "" "mercado de desarrollo de videojuegos!" #: ../../docs/community/contributing/ways_to_contribute.rst:32 -#, fuzzy msgid "" "**Get involved in the engine's development.** This can be by contributing " "code via pull requests, testing the development snapshots or directly the " @@ -93,12 +92,13 @@ msgid "" "tutorials) and its translations. The following sections will cover each of " "those \"direct\" ways of contributing to the engine." msgstr "" -"Esto puede ser contribuyendo código a través de un pull requests, probando " -"los snapshots de desarrollo o directamente la rama git *master*, reportando " -"bugs o sugiriendo mejoras en el issue tracker, mejorando la documentación " -"oficial (tanto la referencia de la clase como los tutoriales). Las " -"siguientes secciones cubrirán cada una de esas formas \"directas\" de " -"contribuir al motor." +"**Involucrate en el desarrollo del motor.** Esto puede ser contribuyendo " +"código a través de pull requests, probando los snapshots de desarrollo o " +"directamente en la rama git *master*, reportando bugs o sugiriendo mejoras " +"en el issue tracker, mejorando la documentación oficial (tanto la referencia " +"de la clase como los tutoriales) y sus traducciones. Las siguientes " +"secciones cubrirán cada una de esas formas \"directas\" de contribuir al " +"motor." #: ../../docs/community/contributing/ways_to_contribute.rst:40 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/community/index.po b/sphinx/po/es/LC_MESSAGES/community/index.po index a28a043b70..a3f5707b83 100644 --- a/sphinx/po/es/LC_MESSAGES/community/index.po +++ b/sphinx/po/es/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/resources.po b/sphinx/po/es/LC_MESSAGES/community/resources.po index 482ddae035..507eb4acef 100644 --- a/sphinx/po/es/LC_MESSAGES/community/resources.po +++ b/sphinx/po/es/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/community/tutorials.po b/sphinx/po/es/LC_MESSAGES/community/tutorials.po index d999077ae0..0999ac83de 100644 --- a/sphinx/po/es/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/es/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -56,3 +56,8 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +#, fuzzy +msgid "`Steincodes `_" +msgstr "`Youtube `_" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po index ae97329f51..45e507ab1c 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po index 1ed1e2a83b..88312100e7 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po index 2ec2e4c189..3cce394161 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 3a4f7fbefc..b0eef5303a 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po index d4d8a45239..2a9cc26731 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po index f468d4dc46..6c21510ef0 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po index 7fb85b72fb..34d5b82ea3 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po index 7b6cd22cc4..33ffdd2346 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index a566774f55..1fe40432ab 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po index 41c0a32708..925303112d 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/index.po b/sphinx/po/es/LC_MESSAGES/development/compiling/index.po index 08d07bfea8..7f3c7de190 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 423565e1c4..5f99ace6a3 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/es/LC_MESSAGES/development/compiling/packaging_godot.po index 941b42a5ac..8cc4242210 100644 --- a/sphinx/po/es/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/es/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide.po index 3d236d13be..4a80e66ac7 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -91,9 +91,8 @@ msgid "That's it! Now you should be good to go :)" msgstr "" #: ../../docs/development/cpp/configuring_an_ide.rst:71 -#, fuzzy msgid "Qt Creator" -msgstr "Iterador" +msgstr "Qt Creator" #: ../../docs/development/cpp/configuring_an_ide.rst:74 msgid "Importing the project" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po index 2f1411abd0..ddb375710a 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -325,10 +325,10 @@ msgid "" msgstr "" #: ../../docs/development/cpp/core_types.rst:212 -#, fuzzy msgid "" "`core/math `__" -msgstr "`GitHub `_" +msgstr "" +"`core/math `__" #: ../../docs/development/cpp/core_types.rst:215 msgid "NodePath" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/es/LC_MESSAGES/development/cpp/creating_android_modules.po index 6841ac8894..e96c4f7f8c 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po index 4ab4e0bf12..1dafdd1bf8 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po index 25ae1580e8..afd54a5100 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 52c6d2e8f5..d5404eb701 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index f755a892be..78e765fae3 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/index.po b/sphinx/po/es/LC_MESSAGES/development/cpp/index.po index 806144be49..b7fc66383d 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 8450bc302e..129b5fa977 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index f37a0575ea..d78d0e467a 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po index fbfbbb452c..af4221bfef 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po index cf0a988bfe..1bb87b192c 100644 --- a/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/es/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po index 556383a46d..b5dcd2e1b8 100644 --- a/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/es/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po index eb7f91abb1..782a621bc8 100644 --- a/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/es/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "Recursos" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,410 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "Ruta de recursos" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +#, fuzzy +msgid "Skeleton" +msgstr "Singletons" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "El nodo AnimationPlayer" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "Recursos" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +#, fuzzy +msgid "ArrayMesh" +msgstr "Arreglos" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +#, fuzzy +msgid "arrays" +msgstr "Arreglos" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +#, fuzzy +msgid "An example of ArrayMesh:" +msgstr "Algunos ejemplos de planos" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "Animación" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +#, fuzzy +msgid "path" +msgstr "Ruta de usuario" + +#: ../../docs/development/file_formats/tscn.rst:380 +#, fuzzy +msgid "interp" +msgstr "Center" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +#, fuzzy +msgid "imported" +msgstr "Importador CSV" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "Transform" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "Valor" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "Constante PI." + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 66a34122a1..2c6e5a2bf0 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -53,7 +53,7 @@ msgstr "" #: ../../docs/getting_started/editor/command_line_tutorial.rst:23 msgid "Setting the project path" -msgstr "" +msgstr "Configuración de la ruta del proyecto" #: ../../docs/getting_started/editor/command_line_tutorial.rst:25 msgid "" @@ -112,7 +112,7 @@ msgid "" "must be done from within the project directory, or a subdirectory, otherwise " "the command is ignored and the project manager appears." msgstr "" -"Ejecutar el editor se hace ejecutando Godot con la marca ``-e``. Esto debe " +"Ejecutar el editor se hace ejecutando Godot con el flag ``-e``. Esto debe " "hacerse desde el directorio del proyecto, o desde un subdirectorio, de lo " "contrario el comando se ignora y aparece el gestor de proyectos." @@ -240,3 +240,6 @@ msgid "" "If no project.godot exists at the path, current path is assumed to be the " "current working directory (unless ``-path`` is specified)." msgstr "" +"Si no existe el archivo project.godot en la ruta, se asume que la ruta " +"actual es el directorio de trabajo actual (a menos que se especifique ``-" +"path``)." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po index 0030f63da5..22e58310da 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/editor/external_editor.rst:4 msgid "Using an external text editor" -msgstr "" +msgstr "Uso de un editor de texto externo" #: ../../docs/getting_started/editor/external_editor.rst:6 msgid "" @@ -28,6 +28,10 @@ msgid "" "via the options under ``Editor -> Editor Settings -> Text Editor -> " "External``" msgstr "" +"Mientras que godot tiene un editor de texto incorporado, algunos " +"desarrolladores tienen la tendencia de querer usar un editor de texto con el " +"que estén más familiarizados. Godot ofrece esta posibilidad en el apartado " +"``Editor -> Ajustes del editor -> Text Editor -> External``" #: ../../docs/getting_started/editor/external_editor.rst:13 msgid "" @@ -35,71 +39,74 @@ msgid "" "allow you to better integrate the editor with godot. Godot will replace the " "following inside the flags parameter:" msgstr "" +"Hay dos campos: la ruta del ejecutable y los flags de la línea de comandos. " +"Los flags te permiten integrar mejor el editor con Godot. Godot reemplazará " +"lo siguiente dentro del parámetro flags:" #: ../../docs/getting_started/editor/external_editor.rst:18 msgid "Field in Exec Flags" -msgstr "" +msgstr "Campo en Exec Flags" #: ../../docs/getting_started/editor/external_editor.rst:18 msgid "Is replaced with" -msgstr "" +msgstr "Es reemplazado por" #: ../../docs/getting_started/editor/external_editor.rst:20 msgid "{project}" -msgstr "" +msgstr "{project}" #: ../../docs/getting_started/editor/external_editor.rst:20 msgid "The absolute path to the project directory" -msgstr "" +msgstr "La ruta absoluta al directorio del proyecto" #: ../../docs/getting_started/editor/external_editor.rst:22 msgid "{file}" -msgstr "" +msgstr "{file}" #: ../../docs/getting_started/editor/external_editor.rst:22 msgid "The absolute path to the file" -msgstr "" +msgstr "La ruta absoluta al archivo" #: ../../docs/getting_started/editor/external_editor.rst:24 msgid "{col}" -msgstr "" +msgstr "{col}" #: ../../docs/getting_started/editor/external_editor.rst:24 msgid "The column number of the error" -msgstr "" +msgstr "El número de columna del error" #: ../../docs/getting_started/editor/external_editor.rst:26 msgid "{line}" -msgstr "" +msgstr "{line}" #: ../../docs/getting_started/editor/external_editor.rst:26 msgid "The line number of the error" -msgstr "" +msgstr "El número de línea del error" #: ../../docs/getting_started/editor/external_editor.rst:29 msgid "Some example Exec Flags for various editors include:" -msgstr "" +msgstr "Algunos ejemplos de Exec Flags para varios editores incluyen:" #: ../../docs/getting_started/editor/external_editor.rst:32 msgid "Editor" -msgstr "El editor" +msgstr "Editor" #: ../../docs/getting_started/editor/external_editor.rst:32 msgid "Exec Flags" -msgstr "" +msgstr "Exec Flags" #: ../../docs/getting_started/editor/external_editor.rst:34 msgid "geany/kate" -msgstr "" +msgstr "geany/kate" #: ../../docs/getting_started/editor/external_editor.rst:34 msgid "{file} --line {line} --column {col}" -msgstr "" +msgstr "{file} --line {line} --column {col}" #: ../../docs/getting_started/editor/external_editor.rst:36 msgid "atom/sublime text" -msgstr "" +msgstr "atom/sublime text" #: ../../docs/getting_started/editor/external_editor.rst:36 msgid "{file}:{line}" -msgstr "" +msgstr "{file}:{line}" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po index 2600b0904c..fca4dc36f6 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po index a8e311bb56..b2d6cf6ec6 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -422,16 +422,15 @@ msgid "**Second, a scene for the Enemy.**" msgstr "**Segundo, una escena para el Enemigo.**" #: ../../docs/getting_started/editor/unity_to_godot.rst:98 -#, fuzzy msgid "" "There again, an enemy is a reusable element in other levels. It is almost " "the same as the Player node - the only differences are the script (that " "manages AI, mostly) and sprite textures used by the AnimatedSprite." msgstr "" -"De nuevo, un enemigo es un elemento reutilizable en otros niveles. Es casi " -"lo mismo que el nodo del Jugador - las únicas diferencias son el script (en " -"el que se procesará la IA del enemigo, mayoritariamente) y las texturas " -"usadas por el AnimatedSprite." +"Una vez más, un enemigo es un elemento reutilizable en otros niveles. Es " +"casi igual que el nodo Player - las únicas diferencias son el script (que " +"gestiona la IA, principalmente) y las texturas de sprite usadas por el " +"AnimatedSprite." #: ../../docs/getting_started/editor/unity_to_godot.rst:100 msgid "**Lastly, the Level scene.**" @@ -632,7 +631,6 @@ msgid "Glossary correspondence" msgstr "Correspondencia del glosario" #: ../../docs/getting_started/editor/unity_to_godot.rst:147 -#, fuzzy msgid "" "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " "branch" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 934f1efa1f..b3c7fd9212 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -86,7 +86,6 @@ msgid "Setup C# for Godot" msgstr "Configuración C# para Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:27 -#, fuzzy msgid "" "To use C# in Godot you must have `Mono `_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires Mono 5.12 on " @@ -95,8 +94,8 @@ msgid "" msgstr "" "Para usar C# en Godot debes tener `Mono `_ instalado. Godot 3.0.2 requiere Mono 5.4, 3.0.3 requiere Mono " -"5.10 en Linux y Windows, y 5.8 en MacOS. También necesita MSBuild (al menos " -"la versión 15.0) que debe venir con la instalación Mono." +"5.12 en todas las plataformas. También necesitas MSBuild (al menos la " +"versión 15.0) que debe venir con la instalación Mono." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:30 msgid "" @@ -105,6 +104,11 @@ msgid "" "#accessing-older-releases>`_. Older versions of Mono for MacOS and Windows " "can be found `here `_." msgstr "" +"Para obtener instrucciones sobre la instalación de versiones anteriores de " +"Mono en Linux, consulta `esta página `_. Las versiones " +"más antiguas de Mono para MacOS y Windows se encuentran `aquí `_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:33 msgid "" @@ -362,7 +366,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:147 msgid "Using Nuget Packages in Godot" -msgstr "" +msgstr "Uso de los paquetes NuGet en Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149 msgid "" @@ -371,8 +375,15 @@ msgid "" "directly. They can also be added manually by adding the package reference in " "the .csproj file located in the project root:" msgstr "" +"`NuGet `_ Los paquetes pueden ser instalados y " +"usados con Godot, como con cualquier proyecto. Muchos IDEs (como VS Code) " +"pueden añadir paquetes directamente. También se pueden añadir manualmente " +"añadiendo la referencia del paquete en el archivo .csproj ubicado en la raíz " +"del proyecto:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index caf8ac42eb..76668c618e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 912689bb7d..1666ab892e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 606011c094..be08d7b24a 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 657a76c8e5..18b7c02f12 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 67cc29d24a..f35f02ac0b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index a9dd045b29..666f431bec 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -46,7 +46,6 @@ msgid "History" msgstr "Historia" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:19 -#, fuzzy msgid "" "In the early days, the engine used the `Lua `__ " "scripting language. Lua is fast, but creating bindings to an object oriented " @@ -54,11 +53,11 @@ msgid "" "of code. After some experiments with `Python `__, it " "also proved difficult to embed." msgstr "" -"En los primeros días, el motor usaba el lenguaje de scripting `Lua `__ . Lua es rápido, pero crear bindings a un sistema orientado " -"a objetos (utilizando fallbacks) era complejo y lento y necesitó una enorme " -"cantidad de código. Después de algunos experimentos con `Python `__, también demostró ser difícil de embeber." +"En los primeros tiempos, el motor utilizaba el lenguaje de scripting `Lua " +"`__. Lua es rápido, pero la creación de enlaces a un " +"sistema orientado a objetos (usando fallbacks) era compleja y lenta y " +"requería una enorme cantidad de código. Después de algunos experimentos con " +"`Python `__, también resultó difícil de incrustar." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:25 msgid "" @@ -1892,6 +1891,9 @@ msgid "" "``is_instance_valid(instance)`` can be used to check if an object has been " "freed." msgstr "" +"Por otra parte, cuando no se utilizan referencias, el " +"``is_instance_valid(instance)`` puede usarse para comprobar si un objeto ha " +"sido liberado." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1257 msgid "Signals" @@ -1994,11 +1996,15 @@ msgid "" "Coroutines themselves use the ``completed`` signal when they transition into " "an invalid state, for example:" msgstr "" +"Las corrutinas mismas usan la señal ``completed`` cuando pasan a un estado " +"inválido, por ejemplo:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1404 msgid "" "``my_func`` will only continue execution once both the buttons are pressed." msgstr "" +"``my_func`` sólo continuará la ejecución una vez que se hayan presionado " +"ambos botones." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1407 msgid "Onready keyword" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 0b584af88c..875695c556 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 13026e92ac..ed9be8cd56 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po index b4c48ea1da..5b689f5376 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po index e11b479dd4..1efea9c1b1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index f86a3de30a..453b2ef6e0 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po index aa0a7559d3..8b80bf4884 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index f8e98f9604..4de5c92ed4 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 26ebfaca24..780d570d41 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po index 576ec4c487..5b10dc23e3 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po index 5e2ed48ef0..65188b88ec 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 7f78d8a37d..8414bea40b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 6a6eb503c7..e8fd3dabb1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po index 5967e49f88..d8cd58ac66 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po index 4302e13dca..08a39e4e3e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index bfc6399b5c..5336527123 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 8c9e88fff3..8f9362a294 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po index 9206fdf032..b279b98969 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index c1264789c4..473abbe4f1 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 025a85d735..adae331675 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -219,7 +219,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:94 msgid "Editor" -msgstr "El editor" +msgstr "Editor" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:96 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po index 1ccdb01856..6b0a948f28 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index bf06722a5a..d79241745e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index aa08f7de0a..4c717ecd1c 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index bd30686d3a..6fb7e25aa7 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 48be992031..4cbe3a362b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 799d0c565d..a1a8f89a06 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 757b86515f..a60fe4df65 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 198c3dec3b..96ac280c41 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index c444f2abb1..cfb03c8b9c 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po index edd5daadca..cb311ee553 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 0b2e0e16ba..afaad1b55e 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -121,14 +121,20 @@ msgid "" "artists the need to add reverb to the sound effects, reducing their size " "greatly and ensuring correct trimming. Say no to SFX with baked reverb!" msgstr "" +"Godot 3+ tiene un increíble sistema de bus con efectos incorporados. Esto " +"ahorra a los artistas de SFX la necesidad de agregar reverberación a los " +"efectos de sonido, reduciendo su tamaño en gran medida y asegurando un " +"correcto recorte. ¡Diga no a SFX con reverberación preparada!" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:47 msgid "As you can see above, sound effects become huge with reverb added." msgstr "" +"Como puede ver arriba, los efectos de sonido se vuelven enormes cuando se " +"agrega reverberación." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:50 msgid "Trimming" -msgstr "" +msgstr "Trimming" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:52 msgid "" @@ -137,14 +143,21 @@ msgid "" "saving to a waveform, increase their size unnecessarily and add latency to " "the moment they are played back." msgstr "" +"Un problema que ocurre a menudo es que las formas de onda se exportan con " +"largos silencios al principio y al final. Estos son insertados por los DAW " +"(estación de trabajo de audio digital) cuando se guardan en una forma de " +"onda, aumentan su tamaño innecesariamente y agregan latencia al momento en " +"que se reproducen." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:57 msgid "Importing as WAV with the Trimming option enabled solves this." msgstr "" +"La importación como WAV con la opción de Trimming activada resuelve este " +"problema." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:61 msgid "Looping" -msgstr "" +msgstr "Looping" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:63 msgid "" @@ -152,9 +165,15 @@ msgid "" "can add loop points to wav files). This is useful for sound effects such as " "engines, machine guns, etc. Ping-pong looping is also supported." msgstr "" +"Godot soporta looping en los samples (Herramientas como Sound Forge o " +"Audition pueden añadir puntos de loop a los archivos wav). Esto es útil para " +"efectos de sonido como motores, ametralladoras, etc. También soporta el Ping-" +"pong looping." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:68 msgid "" "As an alternative, the import screen has a \"loop\" option that enables " "looping for the entire sample when importing." msgstr "" +"Como alternativa, la pantalla de importación tiene una opción de \"repetir\" " +"que permite la repetición de la totalidad de la muestra al importar." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index d9d791382a..02fd02054c 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 7533002a44..587fa70c4f 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,52 +19,63 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:4 msgid "Importing 3D Scenes" -msgstr "" +msgstr "Importación de escenas 3D" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:7 msgid "Godot Scene Importer" -msgstr "" +msgstr "Importador de Escenas Godot" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:9 msgid "" "When dealing with 3D assets, Godot has a flexible and configurable importer." msgstr "" +"Cuando se trata de recursos 3D, Godot tiene un importador flexible y " +"configurable." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:11 msgid "" "Godot works with *scenes*. This means that the entire scene being worked on " "in your favorite 3D DCC will be transferred as close as possible." msgstr "" +"Godot trabaja con *escenas*. Esto significa que toda la escena en la que se " +"está trabajando en su DCC 3D favorito se transferirá lo más fielmente " +"posible." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:14 msgid "Godot supports the following 3D *scene file fomats*:" -msgstr "" +msgstr "Godot soporta los siguientes formatos de *archivo de escena 3D*:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16 msgid "DAE (Collada), which is currently the most mature workflow." -msgstr "" +msgstr "DAE (Collada), que es actualmente el workflow más maduro." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17 msgid "" "GLTF 2.0. Both text and binary formats are supported. Godot has full support " "for it, but the format is new and gaining traction." msgstr "" +"GLTF 2.0. Se admiten tanto formatos de texto como binarios. Godot tiene todo " +"el soporte para ello, pero el formato es nuevo y está ganando terreno." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18 msgid "" "OBJ (Wavefront) formats. It is also fully supported, but pretty limited (no " "support for pivots, skeletons, etc)." msgstr "" +"Formatos OBJ (Wavefront). También está totalmente soportado, pero bastante " +"limitado (sin soporte para pivotes, esqueletos, etc)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20 msgid "" "Just copy the scene file together with the texture to the project " "repository, and Godot will do a full import." msgstr "" +"Simplemente copia el archivo de escena junto con la textura al repositorio " +"del proyecto, y Godot hará una importación completa." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:23 msgid "Why not FBX?" -msgstr "" +msgstr "¿Por qué no FBX?" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:25 msgid "" @@ -73,12 +84,19 @@ msgid "" "format requires the use of a closed library from Autodesk which is " "distributed with a more restrictive licensing terms than Godot." msgstr "" +"La mayoría de los motores de juego utilizan el formato FBX para importar " +"escenas 3D, que es definitivamente uno de los más estandarizados de la " +"industria. Sin embargo, este formato requiere el uso de una librería cerrada " +"de Autodesk que se distribuye con términos de licencia más restrictivos que " +"Godot." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:30 msgid "" "The plan is, sometime in the future, to offer a binary plug-in using " "GDNative." msgstr "" +"El plan es, en algún momento en el futuro, ofrecer un plug-in binario usando " +"GDNative." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:33 msgid "Exporting DAE files from Maya and 3DS Max" @@ -92,6 +110,11 @@ msgid "" "OpenCOLLADA-Tools>`__ plugins. They work well, although they are not always " "up-to date with the latest version of the software." msgstr "" +"Autodesk agregó soporte integrado para collada a Maya y 3DS Max, pero está " +"roto por defecto y no debería ser usado. La mejor manera de exportar este " +"formato es usando los plugins `OpenCollada `__. Funcionan bien, aunque no siempre " +"están actualizados con las últimas versiones del software." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:43 msgid "Exporting DAE files from Blender" @@ -102,6 +125,8 @@ msgid "" "Blender has built-in collada support too, but it's also broken and should " "not be used." msgstr "" +"Blender también tiene integrado soporte para collada, pero igualmente está " +"roto y no debe ser usado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:48 msgid "" @@ -113,81 +138,96 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:53 msgid "Import workflows" -msgstr "" +msgstr "Flujos de trabajo de importación" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55 msgid "" "Godot scene importer allows different workflows regarding how data is " "imported. Depending on many options, it is possible to import a scene with:" msgstr "" +"El importador de escenas Godot permite diferentes flujos de trabajo con " +"respecto a cómo se importan los datos. Dependiendo de muchas opciones, es " +"posible importar una escena con:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58 msgid "" "External materials (default): Where each material is saved to a file " "resource. Modifications to them are kept." msgstr "" +"Materiales externos (por defecto): Donde cada material se guarda en un " +"archivo de recursos. Se mantienen las modificaciones." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:59 msgid "" "External meshes: Where each mesh is saved to a different file. Many users " "prefer to deal with meshes directly." msgstr "" +"Mallas externas: Donde cada malla se guarda en un archivo diferente. Muchos " +"usuarios prefieren trabajar con mallas directamente." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60 msgid "" "External animations: Allowing saved animations to be modified and merged " "when sources change." msgstr "" +"Animaciones externas: Permitir que las animaciones guardadas se modifiquen y " +"combinen cuando cambien las fuentes." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:61 msgid "" "External scenes: Save the root nodes of the imported scenes each as a " "separate scene." msgstr "" +"Escenas externas: Guarda los nodos raíz de las escenas importadas, cada uno " +"como una escena separada." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:62 msgid "Single Scene: A single scene file with everything built in." -msgstr "" +msgstr "Una sola escena: Un único archivo de escena con todo integrado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66 msgid "" "As different developers have different needs, this import process is highly " "customizable." msgstr "" +"Como los distintos desarrolladores tienen necesidades diferentes, este " +"proceso de importación es altamente personalizable." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69 msgid "Import Options" -msgstr "" +msgstr "Opciones de Importación" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71 msgid "The importer has several options, which will be discussed below:" -msgstr "" +msgstr "El importador tiene varias opciones, que se analizarán más adelante:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76 msgid "Nodes:" -msgstr "" +msgstr "Nodos:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79 msgid "Root Type" -msgstr "" +msgstr "Tipos de Raíz" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:81 msgid "" "By default, the type of the root node in imported scenes is \"Spatial\", but " "this can be modified." msgstr "" +"Por defecto, el tipo de nodo raíz en las escenas importadas es \"Spatial\", " +"pero puede modificarse." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84 msgid "Root Name" -msgstr "" +msgstr "Nombre de la Raíz" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 msgid "Allows setting a specific name to the generated root node." -msgstr "" +msgstr "Permite establecer un nombre específico para el nodo raíz generado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 msgid "Custom Script" -msgstr "" +msgstr "Script Personalizado" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91 msgid "" @@ -195,10 +235,13 @@ msgid "" "This is great for post processing, changing materials, doing funny stuff " "with the geometry etc." msgstr "" +"Se puede proporcionar un script especial para procesar toda la escena " +"después de la importación. Esto es ideal para post-procesamiento, cambio de " +"materiales, hacer cosas divertidas con la geometría, etc." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95 msgid "Create a script that like this:" -msgstr "" +msgstr "Crea un script como este:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 msgid "" @@ -206,13 +249,16 @@ msgid "" "is actually the root node of the scene). The scene that will finally be used " "must be returned. It can be a different one." msgstr "" +"La función de post-importación toma la escena importada como argumento (el " +"parámetro es en realidad el nodo raíz de la escena). La escena que será " +"utilizada debe ser devuelta. Puede ser una diferente." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130 #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185 #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225 msgid "Storage" -msgstr "" +msgstr "Almacenamiento" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "" @@ -220,26 +266,33 @@ msgid "" "nodes below the root will each be a separate scene and instanced into the " "imported one." msgstr "" +"Por defecto, Godot importa una sola escena. Esta opción permite especificar " +"que los nodos debajo de la raíz serán cada uno una escena separada e " +"instanciada en la importada." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:117 msgid "" "Of course, instancing such imported scenes in other places manually works " "too." msgstr "" +"Por supuesto, instanciar estas escenas importadas en otros lados también " +"funciona manualmente." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 msgid "Materials" -msgstr "" +msgstr "Materiales" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:124 msgid "Location" -msgstr "" +msgstr "Localización" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:126 msgid "" "Godot supports materials in meshes or nodes. By default, materials will be " "put on each node." msgstr "" +"Godot soporta materiales en mallas o nodos. Por defecto, los materiales se " +"colocarán en cada nodo." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:132 msgid "" @@ -248,16 +301,22 @@ msgid "" "because most 3D DCCs don't have the same material options as those present " "in Godot." msgstr "" +"Los materiales pueden almacenarse dentro de la escena o en archivos " +"externos. Por defecto, se almacenan en archivos externos, por lo que es " +"posible editarlos. Esto se debe a que la mayoría de los DCC 3D no tienen las " +"mismas opciones de materiales que las presentes en Godot." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:136 msgid "" "When materials are built-in, they will be lost each time the source scene is " "modified and re-imported." msgstr "" +"Cuando los materiales están integrados, se perderán cada vez que se " +"modifique y se vuelva a importar la escena de origen." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:140 msgid "Keep on Reimport" -msgstr "" +msgstr "Continuar con la reimportación" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142 msgid "" @@ -265,95 +324,112 @@ msgid "" "edited ones and ignore the ones coming from the source scene. This option is " "only present if materials are saved as files." msgstr "" +"Una vez que los materiales son editados para usar las características de " +"Godot, el importador mantendrá los editados e ignorará los que vienen de la " +"escena fuente. Esta opción sólo está presente si los materiales se guardan " +"como archivos." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147 msgid "Compress" -msgstr "" +msgstr "Compresión" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:149 msgid "" "Makes meshes use less precise numbers for multiple aspects of the mesh in " "order to save space." msgstr "" +"Hace que las mallas utilicen números menos precisos para múltiples aspectos " +"de la malla con el fin de ahorrar espacio." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162 msgid "These are:" -msgstr "" +msgstr "Estos son:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:153 msgid "" "Transform Matrix (Location, rotation, and scale) : 32-bit float " "to 16-bit signed integer." msgstr "" +"Matriz de Transformación (Ubicación, rotación y escala): flotante de 32 bits " +"a entero con signo de 16 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154 msgid "" "Vertices : 32-bit float " "to 16-bit signed integer." -msgstr "" +msgstr "Vértices: Flotante de 32 bits a un entero con signo de 16 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:155 msgid "" "Normals : 32-bit float " "to 32-bit unsigned integer." -msgstr "" +msgstr "Normal: Flotante de 32 bits a un entero sin signo de 32 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156 msgid "" "Tangents : 32-bit float " "to 32-bit unsigned integer." -msgstr "" +msgstr "Tangentes: Flotante de 32 bits a un entero sin signo de 32 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 msgid "" "Vertex Colors : 32-bit float " "to 32-bit unsigned integer." msgstr "" +"Colores de vértices: Flotante de 32 bits a un entero sin signo de 32 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:158 msgid "" "UV : 32-bit float " "to 32-bit unsigned integer." -msgstr "" +msgstr "UV: Flotante de 32 bits a un entero sin signo de 32 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159 msgid "" "UV2 : 32-bit float " "to 32-bit unsigned integer." -msgstr "" +msgstr "UV2: Flotante de 32 bits a un entero sin signo de 32 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160 msgid "" "Vertex weights : 32-bit float " "to 16-bit unsigned integer." msgstr "" +"Pesos de los vértices: Flotante de 32 bits a un entero sin signo de 16 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161 msgid "" "Armature bones : 32-bit float " "to 16-bit unsigned integer." msgstr "" +"Huesos del armazón: Flotante de 32 bits a un entero sin signo de 16 bits." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162 msgid "" "Array index : 32-bit or 16-" "bit unsigned integer based on how many elements there are." msgstr "" +"Índice del array: entero sin signo de 32 o 16 bits en función de cuántos " +"elementos contiene." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166 msgid "Additional info:" -msgstr "" +msgstr "Información adicional:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165 msgid "" "UV2 = The second UV channel for detail textures and baked lightmap textures." msgstr "" +"UV2 = El segundo canal UV para texturas de detalle y texturas lightmap " +"preparadas." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166 msgid "" "Array index = An array of numbers that number each element of the arrays " "above; i.e. they number the vertices and normals." msgstr "" +"Índice de array = Un array de números que numeran cada elemento de los " +"arrays anteriores; es decir, numeran los vértices y normales." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168 msgid "" @@ -363,14 +439,20 @@ msgid "" "this mesh(s) may lead to gaps in geometry or vertices not being exactly " "where they should be." msgstr "" +"En algunos casos, esto podría causar perdida de precisión, así que tal vez " +"convenga deshabilitar esta opción. Por ejemplo, si importamos un modelo muy " +"grande o varios modelos que a su vez cubren una gran área, el comprimir la " +"importación de este(os) modelo(s) probablemente resultaría en " +"discontinuidades en la geometría o en vértices movidos de donde deberían de " +"estar." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:174 msgid "Meshes" -msgstr "" +msgstr "Modelos" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177 msgid "Ensure Tangents" -msgstr "" +msgstr "Asegurar Tangentes" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179 msgid "" @@ -379,6 +461,10 @@ msgid "" "source scene. Godot uses Mikktspace for this, but it's always better to have " "them generated in the exporter." msgstr "" +"Si se van a utilizar texturas con normalmapping, las mallas deben tener " +"arrays tangentes. Esta opción garantiza que se generen si no están presentes " +"en la escena de origen. Godot usa Mikktspace para esto, pero siempre es " +"mejor tenerlos generados en el exportador." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187 msgid "" @@ -386,26 +472,33 @@ msgid "" "does not have much practical use unless one wants to build objects with them " "directly." msgstr "" +"Las mallas se pueden almacenar en archivos separados (recursos) en lugar de " +"integrados. Esto no tiene una gran utilidad a menos que uno quiera construir " +"objetos con ellas directamente." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 msgid "" "This option is provided to help those who prefer working directly with " "meshes instead of scenes." msgstr "" +"Esta opción se ofrece para ayudar a aquellos que prefieren trabajar " +"directamente con mallas en lugar de escenas." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 msgid "External Files" -msgstr "" +msgstr "Archivos Externos" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 msgid "" "Generated meshes and materials can be optionally stored in a subdirectory " "with the name of the scene." msgstr "" +"Las mallas y los materiales generados se pueden almacenar opcionalmente en " +"un subdirectorio con el nombre de la escena." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 msgid "Animation Options" -msgstr "" +msgstr "Opciones de animación" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "" @@ -414,10 +507,15 @@ msgid "" "Others, such as 3DS Max or Maya, need many animations put into the same " "timeline or, at worst, put each animation in a separate file." msgstr "" +"Godot proporciona muchas opciones con respecto a cómo se tratan los datos de " +"animación. Algunos exportadores (como Blender), pueden generar muchas " +"animaciones en un solo archivo. Otros, como 3DS Max o Maya, necesitan muchas " +"animaciones en la misma línea de tiempo o, en el peor de los casos, poner " +"cada animación en un archivo separado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:209 msgid "Import of animations is enabled by default." -msgstr "" +msgstr "La importación de animaciones está activada de forma predeterminada." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212 msgid "FPS" @@ -430,10 +528,15 @@ msgid "" "specify the frames per second used to edit them. Failing to do this may " "result in minimal jitter." msgstr "" +"La mayoría de los formatos de exportación 3D almacenan la línea de tiempo de " +"la animación en segundos en lugar de fotogramas. Para garantizar que las " +"animaciones se importan lo más fielmente posible, especifica los fotogramas " +"por segundo utilizados para editarlas. Si no se hace esto, el resultado " +"puede ser una fluctuación mínima." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:219 msgid "Filter Script" -msgstr "" +msgstr "Filtro de Script" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221 msgid "" @@ -441,6 +544,9 @@ msgid "" "which tracks from which animations should be kept. (@TODO this needs " "documentation)" msgstr "" +"Es posible especificar un filtro de script en una sintaxis especial para " +"decidir qué pistas de qué animaciones se deben mantener. (@TODO necesita " +"documentación)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 msgid "" @@ -448,10 +554,13 @@ msgid "" "a file instead. This allows adding custom tracks to the animations and " "keeping them after a reimport." msgstr "" +"Por defecto, las animaciones se guardan como integradas. En su lugar, es " +"posible guardarlas en un archivo. Esto permite añadir pistas personalizadas " +"a las animaciones y mantenerlas después de una reimportación." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 msgid "Optimizer" -msgstr "" +msgstr "Optimizador" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:234 msgid "" @@ -459,10 +568,14 @@ msgid "" "the animation considerably. In general, this should always be turned on " "unless you suspect that an animation might be broken due to it being enabled." msgstr "" +"Cuando se importan animaciones, se ejecuta un optimizador que reduce " +"considerablemente el tamaño de la animación. En general, esto siempre debe " +"estar activado, a menos que sospeche que una animación puede estar rota " +"debido a que está habilitado." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 msgid "Clips" -msgstr "" +msgstr "Clips" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240 msgid "" @@ -470,10 +583,13 @@ msgid "" "clips. Specify from which frame to which frame each clip must be taken (and, " "of course, don't forget to specify the FPS option above)." msgstr "" +"Es posible especificar varias animaciones de una misma línea de tiempo como " +"clips. Especifica de qué fotograma debe tomarse cada clip (y, por supuesto, " +"no olvides especificar la opción FPS de arriba)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 msgid "Scene Inheritance" -msgstr "" +msgstr "Herencia de Escenas" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246 msgid "" @@ -482,6 +598,10 @@ msgid "" "(source .dae,.gltf,.obj file re-exported from 3D modelling app), Godot will " "re-import the whole scene." msgstr "" +"En algunos casos, es posible que prefieras hacer modificaciones en la escena " +"importada. Por defecto, esto no es posible porque si el recurso de origen " +"cambia (archivo.dae, .gltf, .obj re-exportado desde la aplicación de " +"modelado 3D), Godot reimportará toda la escena." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249 msgid "" @@ -489,28 +609,37 @@ msgid "" "Inheritance*. Try to open the imported scene and the following dialog will " "appear:" msgstr "" +"Sin embargo, es posible hacer modificaciones locales utilizando la *Herencia " +"de Escenas*. Intenta abrir la escena importada y aparecerá el siguiente " +"cuadro de diálogo:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254 msgid "In inherited scenes, the only limitations for modifications are:" msgstr "" +"En las escenas heredadas, las únicas limitaciones para las modificaciones " +"son:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 msgid "Nodes can't be removed (but can be added anywhere)." msgstr "" +"Los nodos no pueden ser eliminados (pero pueden ser agregados en cualquier " +"parte)." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257 msgid "" "Sub-Resources can't be edited (save them externally as described above for " "this)" msgstr "" +"Los Sub-Recursos no pueden ser editados (guárdalos externamente como se " +"describe arriba para este caso)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259 msgid "Other than that, everything is allowed!" -msgstr "" +msgstr "Aparte de eso, ¡todo está permitido!" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262 msgid "Import Hints" -msgstr "" +msgstr "Consejos para la Importación" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:264 msgid "" @@ -522,17 +651,19 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 msgid "Adding collision detection to objects:" -msgstr "" +msgstr "Añadiendo detección de colisiones a los objetos:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:267 msgid "Setting objects as navigation meshes" -msgstr "" +msgstr "Configurar objetos como mallas de navegación" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 msgid "" "Deleting nodes that are not used in the game engine (like specific lights " "used for modelling)" msgstr "" +"Eliminar nodos que no se usan en el motor del juego (como luces específicas " +"usadas para modelar)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:270 msgid "" @@ -540,32 +671,43 @@ msgid "" "the names of the objects in your 3D modelling software. When imported, Godot " "will detect them and perform actions automatically:" msgstr "" +"Para simplificar este flujo de trabajo, Godot ofrece algunos sufijos que se " +"pueden añadir a los nombres de los objetos en su software de modelado 3D. " +"Cuando se importan, Godot los detecta y realiza acciones automáticamente:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275 msgid "Remove nodes (-noimp)" -msgstr "" +msgstr "Eliminar nodos (-noimp)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277 msgid "" "Node names that have this suffix will be removed at import time, no matter " "what their type is. They will not appear in the imported scene." msgstr "" +"Los nombres de nodos que tengan este sufijo se eliminarán en el momento de " +"la importación, independientemente de su tipo. No aparecerán en la escena " +"importada." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281 msgid "Create collisions (-col, -colonly, -convcolonly)" -msgstr "" +msgstr "Crear colisiones (-col, -colonly, -convcolonly)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283 msgid "" "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " "static collision node will be added, using the same geometry as the mesh." msgstr "" +"La opción \"-col\" funcionará sólo para los nodos Mesh. Si se detecta, se " +"añadirá un nodo hijo de colisión estática, utilizando la misma geometría que " +"la malla." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286 msgid "" "However, it is often the case that the visual geometry is too complex or too " "un-smooth for collisions, which ends up not working well." msgstr "" +"Sin embargo, a menudo se da el caso de que la geometría visual es demasiado " +"compleja o irregular para las colisiones, que terminan por no funcionar bien." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289 msgid "" @@ -573,12 +715,17 @@ msgid "" "upon import and create a :ref:`class_staticbody` collision instead. This " "helps the visual mesh and actual collision to be separated." msgstr "" +"Para resolver esto, existe el modificador \"-colonly\", que eliminará la " +"malla al importarla y creará una colisión :ref:`class_staticbody` en su " +"lugar. Esto ayuda a separar la malla visual de la colisión real." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 msgid "" "Option \"-convcolonly\" will create :ref:`class_convexpolygonshape` instead " "of :ref:`class_concavepolygonshape`." msgstr "" +"La opción \"-convcolonly\" creará :ref:`class_convexpolygonshape` en lugar " +"de :ref:`class_concavepolygonshape`." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295 msgid "" @@ -587,22 +734,26 @@ msgid "" "Collision node will have one of predefined shapes, depending on the " "Blender's empty draw type:" msgstr "" +"La opción \"-colonly\" también se puede utilizar con los objetos vacíos de " +"Blender. Al importarlo creará un :ref:`class_staticbody` con el nodo de " +"colisión como hijo. El nodo de colisión tendrá una de las formas " +"predefinidas, dependiendo del tipo de dibujo vacío del Blender:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:302 msgid "Single arrow will create :ref:`class_rayshape`" -msgstr "" +msgstr "Flecha simple creará :ref:`class_rayshape`" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:303 msgid "Cube will create :ref:`class_boxshape`" -msgstr "" +msgstr "Cubo creará :ref:`class_boxshape`" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304 msgid "Image will create :ref:`class_planeshape`" -msgstr "" +msgstr "Imagen creará :ref:`class_planeshape`" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 msgid "Sphere (and other non-listed) will create :ref:`class_sphereshape`" -msgstr "" +msgstr "Esfera (y otras no listadas) creará :ref:`class_sphereshape`" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 msgid "" @@ -610,21 +761,27 @@ msgid "" "collision empties and set some distinct color for them in User Preferences / " "Themes / 3D View / Empty." msgstr "" +"Para una mejor visibilidad en el editor de Blender, el usuario puede " +"configurar la opción \"X-Ray\" en los vacíos de colisión y establecer un " +"color distinto para ellos en Preferencias de Usuario / Temas / Vista 3D / " +"Vacío." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:311 msgid "Create navigatopm (-navmesh)" -msgstr "" +msgstr "Crear navigatopm (-navmesh)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313 msgid "" "A mesh node with this suffix will be converted to a navigation mesh. " "Original Mesh node will be removed." msgstr "" +"Un nodo de malla con este sufijo se convertirá en una malla de navegación. " +"Se eliminará el nodo Mesh original." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317 msgid "Rigid Body (-rigid)" -msgstr "" +msgstr "Rigid Body (-rigid)" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319 msgid "Creates a rigid body from this mesh." -msgstr "" +msgstr "Crea un rigid body a partir de esta malla." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index efc368f2ab..c9e652777b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,11 +19,11 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:4 msgid "Importing translations" -msgstr "" +msgstr "Importar traducciones" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:7 msgid "Games and internationalization" -msgstr "" +msgstr "Juegos e internacionalización" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:9 msgid "" @@ -31,6 +31,10 @@ msgid "" "profits™, nowadays games are released in several languages. To solve this, " "internationalized text must be supported in any modern game engine." msgstr "" +"El mundo está lleno de diferentes mercados y culturas y, para maximizar " +"profits™, hoy en día los juegos se lanzan en varios idiomas. Para resolver " +"esto, el texto internacionalizado debe ser soportado en cualquier motor de " +"juegos moderno." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:14 msgid "" @@ -39,6 +43,12 @@ msgid "" "use several orders of magnitude more text than applications, so they must " "support efficient methods for dealing with loads of multilingual text." msgstr "" +"En las aplicaciones normales de escritorio o móviles, el texto " +"internacionalizado se encuentra normalmente en archivos fuente (o archivos ." +"po para asuntos de GNU). Sin embargo, los juegos pueden necesitar un volumen " +"de texto mayor que las aplicaciones en diferentes órdenes de magnitud, por " +"lo que deben ser compatibles con métodos eficaces para manejar una gran " +"cantidad de texto multilingüe." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:20 msgid "" @@ -49,6 +59,12 @@ msgid "" "if a game is released first in English, later in other languages, but a " "complete nightmare if working with many languages at the same time." msgstr "" +"Existen dos enfoques para generar juegos y aplicaciones multilingües. Ambos " +"se basan en un sistema key:value. La primera es usar uno de los idiomas como " +"clave (generalmente inglés), la segunda es usar un identificador específico. " +"El primer enfoque es probablemente más fácil para el desarrollo si un juego " +"se lanza primero en inglés y luego en otros idiomas, pero es una completa " +"pesadilla si se trabaja con varios idiomas al mismo tiempo." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:28 msgid "" @@ -57,14 +73,18 @@ msgid "" "other languages. The unique ID can be a number, a string, or a string with a " "number (it's just a unique string anyway)." msgstr "" +"En general, los juegos utilizan el segundo método y se utiliza un ID único " +"para cada cadena. Esto le permite revisar el texto mientras se está " +"traduciendo a otros idiomas. El ID único puede ser un número, una cadena o " +"una cadena con un número (de todos modos es sólo una cadena única)." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:33 msgid "Translators also usually prefer to work with spreadsheets." -msgstr "" +msgstr "Los traductores también suelen preferir trabajar con hojas de cálculo." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:36 msgid "Translation format" -msgstr "" +msgstr "Formato de traducción" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:38 msgid "" @@ -75,36 +95,43 @@ msgid "" "arrangement. The CSV files must be saved in UTF-8 encoding and be formatted " "as follows:" msgstr "" +"Para completar la imagen y permitir un soporte eficiente para las " +"traducciones, Godot tiene un importador especial que puede leer archivos " +"CSV. Todos los editores de hojas de cálculo (ya sea Libreoffice, Microsoft " +"Office, Google Docs, etc.) pueden exportar a este formato, por lo que el " +"único requisito es que los archivos tengan un arreglo especial. Los archivos " +"CSV deben guardarse en codificación UTF-8 y estar formateados de la " +"siguiente manera:" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 msgid "KEY1" -msgstr "" +msgstr "KEY1" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 #: ../../docs/getting_started/workflow/assets/importing_translations.rst:50 #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 msgid "string" -msgstr "" +msgstr "string" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:50 msgid "KEY2" -msgstr "" +msgstr "KEY2" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 msgid "KEYN" -msgstr "" +msgstr "KEYN" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:55 msgid "" @@ -113,80 +140,88 @@ msgid "" "be unique and represent a string universally (they are usually in uppercase, " "to differentiate from other strings). Here's an example:" msgstr "" +"Las etiquetas \"lang\" deben representar un lenguaje, que debe ser uno de " +"los :ref:`locales válidos ` soportados por el motor. Las " +"etiquetas \"KEY\" deben ser únicas y representar una cadena universalmente " +"(normalmente están en mayúsculas, para diferenciarse de otras cadenas). Aquí " +"hay un ejemplo:" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "id" -msgstr "" +msgstr "id" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "en" -msgstr "" +msgstr "en" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "es" -msgstr "" +msgstr "es" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "ja" -msgstr "" +msgstr "ja" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "GREET" -msgstr "" +msgstr "GREET" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "Hello, friend!" -msgstr "" +msgstr "Hello, friend!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "Hola, Amigo!" -msgstr "" +msgstr "Hola, Amigo!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "こんにちは" -msgstr "" +msgstr "こんにちは" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "ASK" -msgstr "" +msgstr "ASK" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "How are you?" -msgstr "" +msgstr "How are you?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "Cómo está?" -msgstr "" +msgstr "Cómo está?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "元気ですか" -msgstr "" +msgstr "元気ですか" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "BYE" -msgstr "" +msgstr "BYE" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "Good Bye" -msgstr "" +msgstr "Good Bye" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "Adiós" -msgstr "" +msgstr "Adiós" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "さようなら" -msgstr "" +msgstr "さようなら" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:71 msgid "CSV Importer" -msgstr "" +msgstr "Importador CSV" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:73 msgid "" "Godot will treat CSV files as translations by default. It will import them " "and generate one or more compressed translation resource files next to it." msgstr "" +"Godot tratará los archivos CSV como traducciones por defecto. Los importará " +"y generará uno o más archivos de recursos de traducción comprimidos junto a " +"ellos." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:76 msgid "" @@ -194,3 +229,7 @@ msgid "" "when the game runs, specified in project.godot (or the project settings). " "Godot allows loading and removing translations at runtime as well." msgstr "" +"La importación también agregará la traducción a la lista de traducciones a " +"cargar cuando se ejecute el juego, especificado en project.godot (o en los " +"ajustes del proyecto). Godot también permite cargar y eliminar traducciones " +"en tiempo de ejecución." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po index 3bc1c13180..bcb1aecc4b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/index.rst:2 msgid "Assets workflow" -msgstr "" +msgstr "Flujo de trabajo de los Assets" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index acac74c80b..44e5209780 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index d63990e37c..411e694021 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 9df8a73354..0870b845a2 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -35,7 +35,6 @@ msgid "Download the Android SDK" msgstr "Descargar el SDK de Android" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:12 -#, fuzzy msgid "" "Download and install the Android SDK from https://developer.android.com/" "studio/" @@ -71,16 +70,23 @@ msgid "" "or eclipse probably generated one for you (on Linux and macOS, you can find " "it in the ``~/.android`` directory)." msgstr "" +"Android necesita un archivo de almacenamiento de claves de depuración para " +"instalarlo en dispositivos y distribuir APKs no liberados. Si has usado el " +"SDK antes y has construido proyectos, ant o eclipse probablemente generó uno " +"para ti (en Linux y macOS, puedes encontrarlo en el directorio ``~/." +"android``)." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:28 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 "" +"Si no puede encontrar o generar uno, el comando keytool de JDK puede usarse " +"para éste propósito:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:36 msgid "Make sure you have adb" -msgstr "" +msgstr "Asegúrate de que tienes adb" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:38 msgid "" @@ -89,37 +95,46 @@ msgid "" "one (any) of the Android API levels for it to be installed in the SDK " "directory." msgstr "" +"Android Debug Bridge (adb) es la herramienta de línea de comandos utilizada " +"para comunicarse con dispositivos Android. Se instala con el SDK, pero es " +"posible que necesites instalar uno (cualquiera) de los niveles de la API de " +"Android para que se instale en el directorio del SDK." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:43 msgid "Setting it up in Godot" -msgstr "" +msgstr "Instalándolo en Godot" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:45 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 "" +"Acceda a la pantalla Ajustes del editor. Esta pantalla contiene la " +"configuración del editor para la cuenta de usuario en la computadora (Es " +"independiente del proyecto)." #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:51 msgid "Scroll down to the section where the Android settings are located:" msgstr "" +"Desplázate hacia abajo hasta la sección donde se encuentra la configuración " +"de Android:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:55 msgid "In that screen, the path to 3 files needs to be set:" -msgstr "" +msgstr "En esta pantalla, se debe establecer la ruta a 3 archivos:" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:57 msgid "The *adb* executable (adb.exe on Windows)" -msgstr "" +msgstr "El ejecutable *adb* (adb.exe en Windows)" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:58 msgid "The *jarsigner* executable (from JDK 6 or 8)" -msgstr "" +msgstr "El ejecutable *jarsigner* (desde JDK 6 u 8)" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:59 msgid "The debug *keystore*" -msgstr "" +msgstr "El depurador *keystore*" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:61 msgid "Once that is configured, everything is ready to export to Android!" -msgstr "" +msgstr "Una vez configurado ¡todo está listo para exportar a Android!" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index d0371cb359..f571baa64a 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index f419cb3857..f07acf1680 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,6 +27,9 @@ msgid "" "(godot.exe on windows, godot on the rest), zip the folder and send it to " "someone else. However, this is often not desired." msgstr "" +"La forma más sencilla de distribuir un juego para PC es copiar los " +"ejecutables (godot.exe en windows, godot en el resto), comprimir la carpeta " +"y enviarla a otra persona. Sin embargo, esto a menudo no es recomendable." #: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:10 msgid "" @@ -48,3 +51,5 @@ msgid "" "Optionally, the files can be bundled inside the executable, though this does " "not always works properly." msgstr "" +"Opcionalmente, los archivos se pueden agrupar dentro del ejecutable, aunque " +"esto no siempre funciona correctamente." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index c8c9c424f4..6c85c387cc 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,6 +38,9 @@ msgid "" "trusted signature. Currently, Godot does not support signing of packages, so " "you need to use external tools to do so." msgstr "" +"Sin embargo, si quieres instalar y ejecutar la aplicación, debes firmarla " +"con una firma de seguridad. Actualmente, Godot no soporta la firma de " +"paquetes, por lo que necesita utilizar herramientas externas para hacerlo." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:14 msgid "" @@ -49,57 +52,63 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:18 msgid "Limitations on Xbox One" -msgstr "" +msgstr "Limitaciones en Xbox One" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:20 msgid "" "As described in `UWP documentation `__:" msgstr "" +"Como se describe en la `documentación UWP `__:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:25 msgid "Submitted as an \"App\"" -msgstr "" +msgstr "Enviado como una \"App\"" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:23 msgid "available memory is 1GB" -msgstr "" +msgstr "la memoria disponible es de 1 GB" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:24 msgid "share of 2-4 CPU cores" -msgstr "" +msgstr "compartir de 2-4 núcleos de CPU" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:25 msgid "shared access of GPU power (45%)" -msgstr "" +msgstr "acceso compartido a la potencia de la GPU (45%)" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:30 msgid "" "Submitted as a \"Game\" (through `Xbox Live Creators Program `__)" msgstr "" +"Enviado como un \"Juego\" (a través del `Programa de Creadores de Xbox Live " +"`__)" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:28 msgid "available memory is 5GB" -msgstr "" +msgstr "la memoria disponible es de 5 GB" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:29 msgid "4 exclusive CPU cores and 2 shared CPU cores" -msgstr "" +msgstr "4 núcleos de CPU exclusivos y 2 núcleos de CPU compartidos" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:30 msgid "exclusive access to GPU power (100%)" -msgstr "" +msgstr "acceso exclusivo a la potencia de la GPU (100%)" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:32 msgid "" "Exceeding these memory limitations will cause allocation failures and the " "application will crash." msgstr "" +"Si se superan estas limitaciones de memoria, se producirán fallos de " +"asignación y la aplicación se bloqueará." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:35 msgid "Creating a signing certificate" -msgstr "" +msgstr "Creación de un certificado de firma" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:37 msgid "" @@ -108,6 +117,10 @@ msgid "" "Developer Prompts, since it comes with these tools and they can be located " "in the path." msgstr "" +"Esto requiere las herramientas ``MakeCert.exe`` y ``Pvk2Pfx.exe``, que " +"vienen con el SDK de Windows. Si usas Visual Studio, puedes abrir uno de sus " +"Developer Prompts, ya que viene con estas herramientas y pueden estar " +"ubicadas en la ruta." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:41 msgid "" @@ -115,28 +128,37 @@ msgid "" "`__." msgstr "" +"Puedes obtener instrucciones más detalladas en `Microsoft's documentation " +"`__." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:44 msgid "First, run ``MakeCert`` to create a private key::" -msgstr "" +msgstr "Primero, ejecuta ``MakeCert`` para crear una clave privada:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:48 msgid "" "Where ``publisherName`` matches the Publisher Name of your package and " "``expirationDate`` is in the ``mm/dd/yyyy`` format." msgstr "" +"Donde dice ``publisherName`` coincide con el nombre del editor de su paquete " +"y ``expirationDate`` está en el formato ``mm/dd/yyyy``." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:51 msgid "" "Next, create a Personal Information Exchange (.pfx) file using ``Pvk2Pfx." "exe``::" msgstr "" +"A continuación, crea un archivo de Intercambio de Información Personal (." +"pfx) usando ``Pvk2Pfx.exe``:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:55 msgid "" "If you don't specify a password with ``/po`` argument, the PFX will have the " "same password as the private key." msgstr "" +"Si no se especifica una contraseña con el argumento ``/po``, el PFX tendrá " +"la misma contraseña que la clave privada." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:58 msgid "" @@ -144,33 +166,44 @@ msgid "" "your app. Open the Command Prompt as Administrator and run the following " "command::" msgstr "" +"También tendrás que confiar en este certificado para poder instalar tu " +"aplicación. Abre el Símbolo del sistema como Administrador y ejecuta el " +"siguiente comando:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:64 msgid "Signing the package" -msgstr "" +msgstr "Firma del paquete" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:66 msgid "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::" msgstr "" +"Finalmente, utiliza ``SignTool.exe`` desde el SDK de Windows o Visual Studio:" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:71 msgid "Installing the package" -msgstr "" +msgstr "Instalando el paquete" #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:73 msgid "" "As of the Windows 10 Anniversary Update, you are able to install packages " "simply by double clicking the ``.appx`` file from Windows Explorer." msgstr "" +"A partir de la Actualización Windows 10 Anniversary, es posible instalar " +"paquetes simplemente haciendo doble clic en el archivo ``.appx`` desde el " +"Explorador de Windows." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:76 msgid "" "It's also possible to install by using the ``Add-AppxPackage`` PowerShell " "cmdlet." msgstr "" +"También es posible instalarlo usando el cmdlet de PowerShell ``Add-" +"AppxPackage``." #: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:78 msgid "" "If you want to update your already installed app, you must update the " "version number on the new package or first uninstall the previous package." msgstr "" +"Si quieres actualizar tu aplicación ya instalada, debes actualizar el número " +"de versión en el nuevo paquete o primero desinstalar el paquete anterior." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 75ca2e04c7..a3f8121686 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -31,10 +31,17 @@ msgid "" "**iOS**, all browsers must be based on WebKit (i.e. Safari), so they will " "also not work." msgstr "" +"La exportación a HTML5 permite publicar juegos hechos en Godot Engine en el " +"navegador. Esto requiere soporte para las tecnologías recientes `WebAssembly " +"`__ y `WebGL 2.0 `__ en el navegador del usuario. **Firefox** y **Chromium** (Chrome, Opera) " +"son los navegadores compatibles más populares, **Safari** y **Edge** aún no " +"funcionan. En **iOS**, todos los navegadores deben estar basados en WebKit " +"(es decir, Safari), por lo que tampoco funcionarán." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15 msgid "Limitations" -msgstr "" +msgstr "Limitaciones" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:17 msgid "" @@ -43,10 +50,14 @@ msgid "" "list of limitations you should be aware of when porting a Godot game to the " "web." msgstr "" +"Por razones de seguridad y privacidad, muchas de las funciones que funcionan " +"sin esfuerzo en plataformas nativas son más complicadas en la plataforma " +"web. A continuación hay una lista de limitaciones que debes tener en cuenta " +"a la hora de portar un juego Godot a la web." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:22 msgid "Exported ``.html`` file must not be reused" -msgstr "" +msgstr "El archivo exportado ``.html`` no debe ser reutilizado" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:24 msgid "" @@ -54,10 +65,13 @@ msgid "" "file** specifically for the given export options. It must not be reused in " "further exports." msgstr "" +"Al exportar, varios marcadores de posición de texto se reemplazan en el " +"**archivo HTML generado** específicamente para las opciones de exportación " +"correspondientes. No debe ser reutilizado en otras exportaciones." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:29 msgid "Using cookies for data persistence" -msgstr "" +msgstr "Uso de cookies para la persistencia de datos" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:31 msgid "" @@ -66,6 +80,11 @@ msgid "" "``iframe``, **third-party** cookies must also be enabled. Incognito/private " "browsing mode also prevents persistence." msgstr "" +"Los usuarios deben **permitir cookies** (específicamente IndexedDB) si se " +"desea la persistencia del sistema de archivos ``user://``. Cuando se juega a " +"un juego presentado en un ``iframe``, también deben estar habilitadas las " +"cookies de **terceros**. El modo de navegación de incógnito/privado también " +"evita la persistencia." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:36 msgid "" @@ -73,10 +92,13 @@ msgid "" "``user://`` file system is persistent, but can give false positives in some " "cases." msgstr "" +"El método ``OS.is_userfs_persistent()`` puede usarse para comprobar si el " +"sistema de ficheros ``user://`` es persistente, pero puede dar falsos " +"positivos en algunos casos." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:41 msgid "Full screen and mouse capture" -msgstr "" +msgstr "Captura de pantalla completa y ratón" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:43 msgid "" @@ -86,60 +108,75 @@ msgid "" "done by entering full screen from within an input callback such as " "``_input`` or ``_unhandled_input``." msgstr "" +"Los navegadores no permiten **ingresar a pantalla completa** arbitrariamente " +"en ningún momento. Lo mismo ocurre con **capturar el cursor**. En su lugar, " +"estas acciones tienen que ocurrir como respuesta a un evento de entrada de " +"JavaScript. En Godot, esto se hace más fácilmente entrando a pantalla " +"completa desde una llamada de entrada como ``_input`` o ``_unhandled_input``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:49 msgid "For the same reason, the full screen project setting is ignored." msgstr "" +"Por esta misma razón, se ignora la configuración del proyecto a pantalla " +"completa." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:52 msgid "HTTPClient" -msgstr "" +msgstr "HTTPClient" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:54 msgid "" "The ``HTTPClient`` implementation for the HTML5 platform has several " "restrictions:" msgstr "" +"La implementación de ``HTTPClient`` para la plataforma HTML5 tiene varias " +"restricciones:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:57 msgid "Accessing or changing the ``StreamPeer`` is not possible" -msgstr "" +msgstr "No es posible acceder o cambiar el ``StreamPeer``" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:58 msgid "Blocking mode is not available" -msgstr "" +msgstr "El modo de bloqueo no está disponible" #: ../../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 "" +"No se puede progresar más de una vez por fotograma, por lo que el sondeo en " +"un bucle se congelará" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:60 msgid "No chunked responses" -msgstr "" +msgstr "No hay respuestas fragmentadas" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:61 msgid "Host verification cannot be disabled" -msgstr "" +msgstr "La verificación del host no se puede deshabilitar" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:62 msgid "" "Subject to `same-origin policy `_" msgstr "" +"Sujeto a la `política de mismo origen `_" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:65 msgid "Unimplemented functionality" -msgstr "" +msgstr "Funcionalidad no implementada" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:67 msgid "" "The following functionality is currently unavailable on the HTML5 platform:" msgstr "" +"La siguiente funcionalidad no está disponible actualmente en la plataforma " +"HTML5:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:69 msgid "Threads" -msgstr "" +msgstr "Hilos" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:70 msgid "GDNative" @@ -147,11 +184,11 @@ msgstr "GDNative" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:71 msgid "Clipboard synchronisation between engine and operating system" -msgstr "" +msgstr "Sincronización del portapapeles entre el motor y el sistema operativo" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:72 msgid "Networking other than ``HTTPClient``" -msgstr "" +msgstr "Redes distintas de ``HTTPClient``" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "" @@ -160,10 +197,14 @@ msgid "" "if functionality you're interested in has an issue yet. If not, open one to " "communicate your interest." msgstr "" +"Compruebe la `lista de asuntos HTML5 abiertos en Github `_ para ver " +"si la funcionalidad que te interesa ya tiene un asunto. Si no, inicia uno " +"para comunicar hacernos llegar tu interés." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:79 msgid "Starting exported games from the local file system" -msgstr "" +msgstr "Inicio de juegos exportados desde el sistema de archivos local" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:81 msgid "" @@ -171,6 +212,9 @@ msgid "" "projects when **opened locally** per ``file://`` protocol. To get around " "this, use a local server." msgstr "" +"Muchos navegadores, específicamente los basados en Chromium, no cargan " +"proyectos exportados cuando se **abren localmente** según el protocolo " +"``file://``. Para evitar esto, utiliza un servidor local." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:85 msgid "" @@ -178,10 +222,14 @@ msgid "" "with Python 2 or ``python -m http.server`` with Python 3 will serve the " "current working directory on ``http://localhost:8000``." msgstr "" +"Python ofrece un método fácil para esto, usando ``python -m " +"SimpleHTTPServer`` con Python 2 o ``python -m http.server`` con Python 3 " +"servirá al entregar el directorio de trabajo actual en ``http://" +"localhost:8000``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:90 msgid "Serving the files" -msgstr "" +msgstr "Entrega de archivos" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:92 msgid "" @@ -200,6 +248,9 @@ msgid "" "servers and can be renamed to e.g. ``index.html`` at any time, its name is " "never depended on by default." msgstr "" +"El archivo ``.html`` generado puede ser usado como ``DirectoryIndex`` en los " +"servidores Apache y puede ser renombrado a e.g. ``index.html`` en cualquier " +"momento, nunca dependerá de su nombre por defecto." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:100 msgid "" @@ -224,6 +275,14 @@ msgid "" "image. It is not used in the default HTML page, but is included for :ref:" "`custom HTML pages `." msgstr "" +"Los otros archivos exportados se sirven tal cual, junto al archivo ``." +"html``, sin cambios en los nombres. El archivo ``.wasm`` es un módulo " +"binario de WebAssembly que implementa el motor. El archivo ``.pck`` es el " +"paquete principal de Godot que contiene tu juego. El archivo ``.js`` " +"contiene código de inicio y es usado por el archivo ``.html`` para acceder " +"al motor. El archivo ``.png`` contiene la imagen de bienvenida al inicio. No " +"se utiliza en la página HTML por defecto, pero se incluye para :ref:`páginas " +"HTML personalizadas `." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113 msgid "" @@ -231,6 +290,9 @@ msgid "" "``application/octet-stream``. The ``.wasm`` file is delivered as " "``application/wasm``." msgstr "" +"El archivo ``.pck`` es binario, normalmente se entrega con el MIME-type " +"``application/octet-stream``. El archivo ``.wasm`` se entrega como " +"``application/wasm``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 msgid "" @@ -239,10 +301,14 @@ msgid "" "WebAssembly module compresses particularly well, down to around a quarter of " "its original size with gzip compression." msgstr "" +"Se recomienda entregar los archivos con compresión del lado del servidor " +"especialmente para los archivos ``.pck`` y ``.wasm``, que suelen ser de gran " +"tamaño. El módulo WebAssembly se comprime particularmente bien, hasta " +"alrededor de un cuarto de su tamaño original con compresión gzip." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:123 msgid "Export options" -msgstr "" +msgstr "Opciones de exportación" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125 msgid "" @@ -250,12 +316,19 @@ msgid "" "*Stop scene* and *Play edited Scene* buttons in the editor to quickly open " "the game in the default browser for testing." msgstr "" +"Si hay disponible una plantilla de exportación web ejecutable, aparece un " +"botón entre los botones *Detener escena* y *Reproducir escena* en el editor " +"para abrir rápidamente el juego en el navegador predeterminado para realizar " +"pruebas." #: ../../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 "" +"Si se da una ruta a un archivo **HTML shell personalizado**, se utilizará en " +"lugar de la página HTML predeterminada. Ver :ref:" +"`doc_customizing_html5_shell`." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:132 msgid "" @@ -263,6 +336,9 @@ msgid "" "HTML page. This allows to, for example, load webfonts and third-party " "JavaScript APIs, include CSS, or run JavaScript code." msgstr "" +"**Head Include** se agrega al elemento ```` de la página HTML " +"generada. Esto permite, por ejemplo, cargar fuentes web y APIs JavaScript de " +"terceros, incluir CSS o ejecutar código JavaScript." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:136 msgid "" @@ -283,7 +359,7 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:145 msgid "Calling JavaScript from script" -msgstr "" +msgstr "Llamada a JavaScript desde script" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:147 msgid "" @@ -304,28 +380,32 @@ msgid "" "The value of the last JavaScript statement is converted to a GDScript value " "and returned by ``eval()`` under certain circumstances:" msgstr "" +"El valor de la última sentencia JavaScript es convertido a un valor GDScript " +"y devuelto por ``eval()`` bajo ciertas circunstancias:" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:161 msgid "JavaScript ``number`` is returned as GDScript :ref:`class_float`" -msgstr "" +msgstr "JavaScript ``number`` se devuelve como GDScript :ref:`class_float`" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:162 msgid "JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`" -msgstr "" +msgstr "JavaScript ``boolean`` se devuelve como GDScript :ref:`class_bool`" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:163 msgid "JavaScript ``string`` is returned as GDScript :ref:`class_String`" -msgstr "" +msgstr "JavaScript ``string`` se devuelve como GDScript :ref:`class_String`" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:164 msgid "" "JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as " "GDScript :ref:`class_PoolByteArray`" msgstr "" +"JavaScript ``ArrayBuffer``, ``TypedArray`` y ``DataView`` se devuelven como " +"GDScript :ref:`class_PoolByteArray`" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:173 msgid "Any other JavaScript value is returned as ``null``." -msgstr "" +msgstr "Cualquier otro valor de JavaScript se devuelve como ``null``." #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:175 msgid "" @@ -346,3 +426,6 @@ msgid "" "specifies whether to execute the code in the global execution context, " "defaulting to ``false`` to prevent polluting the global namespace::" msgstr "" +"El método ``eval`` también acepta un segundo argumento booleano opcional, " +"que especifica si se debe ejecutar el código en el contexto de ejecución " +"global, por defecto ``false`` para evitar contaminar el namespace global:" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index ee09bf658e..d8dc1e4c88 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -346,6 +346,6 @@ msgid "" "flag, and to create a dedicated export template for automated export: " "``godot --path path/to/project --export \"pck\" game_name.pck``" msgstr "" -"A menudo es útil combinar la bandera ``--export`` con la bandera ``--path``, " -"y crear una plantilla de exportación dedicada a exportar de manera " +"A menudo es útil combinar el flag ``--export`` con el flag ``--path``, y " +"crear una plantilla de exportación dedicada a exportar de manera " "automatizada: ``godot --path path/to/project --export \"pck\" game_name.pck``" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index abdc227697..1be5ab169b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po index a2c5ed96d1..342b7f1bfa 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 697e0c1777..acb3b4cb24 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po index 6c693c31cd..d9d880c018 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 104bb4f997..d6521b04f6 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index acd0e17883..040562c77d 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/index.po b/sphinx/po/es/LC_MESSAGES/index.po index ccd190eb32..3f5d640c4b 100644 --- a/sphinx/po/es/LC_MESSAGES/index.po +++ b/sphinx/po/es/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po index b8ebbf3cbe..6833201bc5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po index fca7aa7290..1a9dd64ce6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -50,9 +50,9 @@ msgid "" msgstr "" "Como se mencionó en el tutorial anterior, :ref:`doc_canvas_layers`, cada " "nodo CanvasItem (recuerda que los nodos basados en Node2D y Control usan " -"CanvasItem como su raíz común) residirá en una *Canvas Layer*. Cada capa de " -"lienzo tiene una transformación (translation, rotation, scale, etc.) a la " -"que se puede acceder mediante :ref:`Transform2D `." +"CanvasItem como su raíz común) residirá en una *Canvas Layer*. Cada canvas " +"layer tiene una transformación (translation, rotation, scale, etc.) a la que " +"se puede acceder mediante :ref:`Transform2D `." #: ../../docs/tutorials/2d/2d_transforms.rst:23 msgid "" @@ -84,7 +84,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:37 msgid "Stretch transform" -msgstr "" +msgstr "Stretch transform" #: ../../docs/tutorials/2d/2d_transforms.rst:39 msgid "" @@ -116,7 +116,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:51 msgid "Transform order" -msgstr "" +msgstr "Orden de Transform" #: ../../docs/tutorials/2d/2d_transforms.rst:53 msgid "" @@ -129,7 +129,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:59 msgid "Transform functions" -msgstr "" +msgstr "Funciones de Transform" #: ../../docs/tutorials/2d/2d_transforms.rst:61 msgid "Obtaining each transform can be achieved with the following functions:" @@ -169,7 +169,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:70 msgid "CanvasLayer+GlobalCanvas+Stretch" -msgstr "" +msgstr "CanvasLayer+GlobalCanvas+Stretch" #: ../../docs/tutorials/2d/2d_transforms.rst:70 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po index 5aad17e1a4..ab9355f3f1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,11 +19,11 @@ msgstr "" #: ../../docs/tutorials/2d/canvas_layers.rst:4 msgid "Canvas layers" -msgstr "" +msgstr "Canvas layers" #: ../../docs/tutorials/2d/canvas_layers.rst:7 msgid "Viewport and Canvas items" -msgstr "" +msgstr "Vistas y Canvas items" #: ../../docs/tutorials/2d/canvas_layers.rst:9 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index cf84e9bb9e..25178b91ba 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po index 7fa33b2f22..a65b7b6455 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/tutorials/2d/index.rst:2 msgid "2D" -msgstr "" +msgstr "2D" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index c9849ae963..e880568626 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:4 msgid "Particle Systems (2D)" -msgstr "" +msgstr "Sistemas de partículas (2D)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:7 msgid "Intro" @@ -31,6 +31,10 @@ msgid "" "Particle systems are used to simulate complex physical effects such as " "sparks, fire, magic particles, smoke, mist, magic, etc." msgstr "" +"Se proporciona un sistema de partículas simple (pero lo suficientemente " +"flexible para la mayoría de los usos). Los sistemas de partículas se " +"utilizan para simular efectos físicos complejos como chispas, fuego, " +"partículas mágicas, humo, niebla, magia, etc." #: ../../docs/tutorials/2d/particle_systems_2d.rst:13 msgid "" @@ -41,10 +45,16 @@ msgid "" "creating a particle system means setting base physics parameters and then " "adding randomness to them." msgstr "" +"La idea es que una \"partícula\" se emite a un intervalo fijo y con una vida " +"útil fija. Durante su vida útil, cada partícula tendrá el mismo " +"comportamiento básico. Lo que hace que cada partícula sea diferente y " +"proporciona un aspecto más orgánico es la \"aleatoriedad\" asociada a cada " +"parámetro. En esencia, crear un sistema de partículas significa establecer " +"parámetros físicos básicos y luego agregarles aleatoriedad." #: ../../docs/tutorials/2d/particle_systems_2d.rst:21 msgid "Particles2D" -msgstr "" +msgstr "Particles2D" #: ../../docs/tutorials/2d/particle_systems_2d.rst:23 msgid "" @@ -57,7 +67,7 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:30 msgid "ParticlesMaterial" -msgstr "" +msgstr "ParticlesMaterial" #: ../../docs/tutorials/2d/particle_systems_2d.rst:32 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po index cf6fccbee7..d6cf305b29 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index 84b0b74540..a36df7679d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index febec9179d..36f880503a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 00691eab6d..f2820c977e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 00ae9e074c..a751543ed2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 6f68f0bae2..d2ba14435b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -53,48 +53,48 @@ msgstr "Añadir granadas" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -153,11 +153,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -165,10 +165,13 @@ msgid "Now let's turn our attention to ``_ready``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 +#, fuzzy msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" +"Primero obtenemos el singleton ``Globals`` y lo asignamos a una variable " +"local." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 msgid "" @@ -181,16 +184,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -200,26 +204,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -232,7 +236,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -247,209 +253,219 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 +#, fuzzy msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" +"``current_state``: Un variable para contener el nombre del estado de " +"animación en que estamos actualmente." -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -457,83 +473,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -541,130 +557,133 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "" +"Añade un script al nodo ``Mob`` y luego añade las siguientes variables " +"miembro:" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -673,74 +692,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -749,290 +771,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1040,188 +1063,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1229,45 +1258,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 330f1ba782..75b7e3a773 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,14 +313,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" +"Añade un script al nodo ``Mob`` y luego añade las siguientes variables " +"miembro:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 msgid "Let's go over what each of these new variables will be doing:" @@ -346,7 +350,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +358,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +386,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +410,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +427,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -469,9 +474,10 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 +#, fuzzy msgid "" -"Let's go over what this script is doing, starting with its global variables:" -msgstr "" +"Let's go over what this script is doing, starting with its class variables:" +msgstr "Repasemos lo que hace este script:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 msgid "" @@ -512,10 +518,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +536,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +544,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +572,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +582,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +598,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,21 +644,24 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variable:" msgstr "" +"Añade un script al nodo ``Mob`` y luego añade las siguientes variables " +"miembro:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 msgid "``MAX_HEALTH``: The maximum amount of health a player can have." @@ -660,7 +669,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +679,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +698,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +725,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +757,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +833,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -838,9 +849,9 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" -msgstr "" +#, fuzzy +msgid "Let's go over what this script does, starting with the class variables:" +msgstr "Repasemos lo que hace este script:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 msgid "" @@ -884,12 +895,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -940,34 +951,37 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." +#, fuzzy +msgid "In this case, we want to respawn the target." msgstr "En este caso, queremos volver a generar nuestro objetivo." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -976,14 +990,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -993,23 +1007,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1021,15 +1035,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 92e36f5c09..403e896577 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -238,9 +238,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -349,89 +349,89 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +#, fuzzy +msgid "Let's go through each of the class variables:" +msgstr "Veamos cada una de las propiedades:" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -440,30 +440,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -471,121 +471,121 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr "Primero ponemos ``dir`` a un :ref:`Vector3 `." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -593,13 +593,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -607,44 +607,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -652,14 +652,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -668,44 +668,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -714,27 +715,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -742,162 +744,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -905,148 +909,151 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 +#, fuzzy msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" +"Primero obtenemos el singleton ``Globals`` y lo asignamos a una variable " +"local." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 39e35013ed..d01bba9742 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -195,7 +195,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -205,19 +205,20 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 +#, fuzzy msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" "Si se pulsa uno de los botones de cambio de escena, primero llamamos " "``set_mouse_and_joypad_sensitivity`` por lo que nuestro singleton tiene los " @@ -225,50 +226,50 @@ msgstr "" "singleton que cambie los nodos usando su función ``load_new_scene``, pasando " "la ruta del archivo de la escena que queremos cambiar." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "No te preocupes por el singleton ¡Llegaremos pronto!" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" "Primero obtenemos el singleton ``Globals`` y lo asignamos a una variable " "local." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "Haciendo el singleton ``Globals``" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." @@ -277,56 +278,56 @@ msgstr "" "``Globals``. Crea un nuevo script en la pestaña ``Script`` y llámalo " "``Globals.gd``." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -334,15 +335,16 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 +#, fuzzy msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" "Esto hará de ``Globals.gd`` un script singleton/autoload, que nos permitirá " "acceder a él desde cualquier lugar en cualquier escena." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." @@ -350,7 +352,7 @@ msgstr "" "Para más información sobre scripts singleton/autoload, ve :ref:" "`doc_singletons_autoload`." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" @@ -358,33 +360,34 @@ msgstr "" "Ahora que ``Globals.gd`` es un script singleton/autoload ¡puedes probar el " "menú principal!" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -393,19 +396,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -414,36 +416,36 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" @@ -451,45 +453,55 @@ msgstr "" "Esto llamará a una nueva función en nuestra llamada singleton " "``set_debug_display`` ¡así que agreguemos eso a continuación!" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +#, fuzzy +msgid "Open up ``Globals.gd`` and add the following class variables:" msgstr "" +"Añade un script al nodo ``Mob`` y luego añade las siguientes variables " +"miembro:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 +#, fuzzy msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." +msgstr "``globals``: Una variable para contener el singleton ``Globals.gd``." + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 +msgid "" +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -503,46 +515,46 @@ msgstr "" "puedes encontrarte con problemas de memoria si estás instanciando/generando " "muchos nodos y no los estás liberando." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -558,21 +570,21 @@ msgstr "" "como hijos del singleton/autoload permanecerán mientras el juego esté en " "marcha ¡sin ningún trabajo adicional por nuestra parte!" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -580,7 +592,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -589,7 +601,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -598,428 +610,439 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" +"Añade un script al nodo ``Mob`` y luego añade las siguientes variables " +"miembro:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "``globals``: Una variable para contener el singleton ``Globals.gd``." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 +#, fuzzy msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" "Ahora obtenemos el singleton ``Globals.gd`` y lo asignamos a ``globals``. " "También establecemos nuestra posición global usando el origen de nuestra :" "ref:`Transform ` a la posición devuelta por ``globals." "get_respawn_position``." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +#, fuzzy +msgid "Now all of the weapons will reset when the player dies." +msgstr "Desvanecer la barra cuando el jugador muere" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -1027,7 +1050,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -1035,62 +1058,65 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 +#, fuzzy msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" "Finalmente, en lugar de ser instanciado/generado en ``Player.gd``, se va a " "generar en ``Globals.gd`` para que podamos crear sonidos desde cualquier " @@ -1098,17 +1124,23 @@ msgstr "" "cuando destruyamos el reproductor de audio, también lo eliminemos de una " "lista en ``Globals.gd``." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 +#, fuzzy +msgid "" +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." msgstr "" "Para las variables globales eliminamos todas las variables ``audio_[insertar " "nombre aquí]`` ya que en su lugar las pasaremos al archivo. También añadimos " @@ -1116,21 +1148,23 @@ msgstr "" "``should_loop`` para decir si queremos hacer un loop cuando el sonido haya " "terminado, y ``globals`` contendrá el ``Globals.gd`` singleton." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +#, fuzzy msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" msgstr "" "El único cambio en ``_ready`` es que ahora obtenemos el singleton ``Globals." "gd`` y lo asignamos a ``globals``" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +#, fuzzy msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" "En ``play_sound`` se espera un stream de audio, llamado ``audio_stream``, en " @@ -1141,13 +1175,15 @@ msgstr "" "singleton ```Globals.gd`` llamado ``created_audio``, y luego se libera el " "reproductor de audio." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 +#, fuzzy msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" "Finalmente, en ``sound_finished`` primero comprobamos si se debe usar " "``should_loop`` o no. Si se supone que debemos hacer un bucle, reproducimos " @@ -1156,81 +1192,87 @@ msgstr "" "la lista en el singleton ```Globals.gd`` llamado ``created_audio``, y luego " "liberamos el reproductor de audio." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 +#, fuzzy msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" +"``animation_speeds``: Un diccionario para contener todas las velocidades de " +"nuestras animaciones." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." @@ -1238,54 +1280,57 @@ msgstr "" "Recuerda, debemos tener cuidado al añadir nodos a un singleton, ya que estos " "nodos no se destruirán al cambiar de escena." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 +#, fuzzy msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" "Ahora todos los sonidos de nuestro FPS se pueden reproducir desde cualquier " "lugar. Todo lo que tenemos que hacer es tomar el singleton ``Globals.gd``, y " @@ -1293,14 +1338,15 @@ msgstr "" "si queremos que se reproduzca en bucle o no, y la posición para reproducir " "el sonido." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 +#, fuzzy msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" "Por ejemplo, si quieres reproducir un sonido de explosión cuando las " "granadas explotan necesitarás añadir un nuevo sonido a ``audio_clips`` en " @@ -1309,73 +1355,73 @@ msgstr "" "global_transform.origin)`` en las granadas ``_process``, justo después de " "que la granada dañe todos los cuerpos dentro de su radio de explosión." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1383,39 +1429,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 27c445eaf1..49683003d3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,520 +27,531 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +#, fuzzy +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" msgstr "" +"Añade un script al nodo ``Mob`` y luego añade las siguientes variables " +"miembro:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#, fuzzy +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "Añade el código siguiente a ``AnimationPlayer_Manager.gd``:" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 +#, fuzzy msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" +"add the following class variables:" msgstr "" +"Añade un script al nodo ``Mob`` y luego añade las siguientes variables " +"miembro:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +559,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +590,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -667,163 +678,170 @@ msgstr "" "expuestas para no tener que recordar el nombre(s) de cada efecto de sonido " "que queramos reproducir." -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index f183e7d3ab..6af4a93019 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,8 @@ msgid "Lets go over what this script is doing:" msgstr "Repasemos lo que hace este script:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +#, fuzzy +msgid "Lets start with this script's class variables:" msgstr "Empecemos con los variables globales de este script:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -122,18 +123,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -181,7 +183,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -292,7 +294,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -761,7 +763,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -802,9 +804,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -843,37 +845,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -882,19 +886,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -902,26 +906,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -929,7 +933,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -938,7 +942,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -947,20 +951,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -969,66 +973,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1038,7 +1042,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1046,23 +1050,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1072,28 +1076,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1102,21 +1106,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1124,380 +1128,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1505,149 +1516,153 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1655,122 +1670,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po index e42508141b..15c5f555c7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index e4f9496ca7..5569176d2c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po index 8cb388873a..682fcb2f41 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index c6e5ee9b70..4114228280 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index aec6ce21d1..69992388a6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index c9d95ac674..e8d33e71ba 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index d8ec6cc85d..50b80860af 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po index d80771b024..5d8610290d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po index 5332085a14..bd09958e82 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 126882ea4d..74da036022 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 27dc460dad..3759dcbc56 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po index 2176f5ad02..7fc5382e1f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index 46e4a52526..728633503d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po index 4902b50e5c..ddf3a85070 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po index cd219a5742..9c0e4e9a77 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction_2d.po index 12f737c5c4..3734e27ba2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po index 90e8153620..aa518b8088 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index dff0a4dc0a..995cb6ae7a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index c11d41bec3..b877956e0e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -30,7 +30,6 @@ msgid "Overview" msgstr "Sinopsis" #: ../../docs/tutorials/assetlib/using_assetlib.rst:12 -#, fuzzy msgid "" "As mentioned before, you can access the web frontend of the AssetLib on " "`Godot's official website `_, " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index a22e328c86..6b9a6ddaa0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -22,7 +22,6 @@ msgid "About the Asset Library" msgstr "Acerca de la Biblioteca de Assets" #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:6 -#, fuzzy msgid "" "The Godot Asset Library, otherwise known as the AssetLib, is a repository of " "user-submitted Godot addons, scripts, tools and other resources, " @@ -77,7 +76,6 @@ msgstr "" "cuáles son las pautas de envío." #: ../../docs/tutorials/assetlib/what_is_assetlib.rst:24 -#, fuzzy msgid "" "Please note that the AssetLib is relatively young - it may have various pain " "points, bugs and usability issues. As with all Godot projects, the code " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po index 58b946d019..89711751bc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po index a73eee6a97..78d09f6587 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po index 4ada374d20..36b688109e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po index 0ebe348626..a089c4fd12 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 657efb201b..f5a6b077f7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 1272985a29..f79997bcce 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index e0fe6c007f..ac3a6187b5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po index d074c2fd03..e9883d3f11 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po index 69214e0425..1f7e4bfbdf 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 083445706f..f233aa830c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po index 52fcde405b..2cb3f421f3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 06d585910a..679a9c8143 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -78,9 +78,10 @@ msgid "Configuring the imported translation" msgstr "Configuración de la traducción importada" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 +#, fuzzy msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" "Las traducciones pueden ser actualizadas y reimportadas cuando cambian, pero " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po index 103a050021..2ab681997e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -703,7 +703,7 @@ msgstr "Griego (Grecia)" #: ../../docs/tutorials/i18n/locales.rst:178 msgid "en" -msgstr "" +msgstr "en" #: ../../docs/tutorials/i18n/locales.rst:178 msgid "English" @@ -871,7 +871,7 @@ msgstr "Esperanto" #: ../../docs/tutorials/i18n/locales.rst:220 msgid "es" -msgstr "" +msgstr "es" #: ../../docs/tutorials/i18n/locales.rst:220 msgid "Spanish" @@ -1399,7 +1399,7 @@ msgstr "Interlingua (Francia)" #: ../../docs/tutorials/i18n/locales.rst:352 msgid "id" -msgstr "" +msgstr "id" #: ../../docs/tutorials/i18n/locales.rst:352 msgid "Indonesian" @@ -1479,7 +1479,7 @@ msgstr "Inuit (Canadá)" #: ../../docs/tutorials/i18n/locales.rst:372 msgid "ja" -msgstr "" +msgstr "ja" #: ../../docs/tutorials/i18n/locales.rst:372 msgid "Japanese" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 68e4a06e89..b306652be2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po index c79ebed4a9..c36ee39a23 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po index 0d0536c5f4..5f6842df4b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -321,7 +321,6 @@ msgid "SCREEN_TOUCH" msgstr "SCREEN_TOUCH" #: ../../docs/tutorials/inputs/inputevent.rst:136 -#, fuzzy msgid "" "Contains multi-touch press/release information. (only available on mobile " "devices)" @@ -404,7 +403,6 @@ msgstr "" "` y :ref:`InputEvent `." #: ../../docs/tutorials/inputs/inputevent.rst:165 -#, fuzzy msgid "" "Alternatively, it may be desired to supply the game back with an action from " "the game code (a good example of this is detecting gestures). The Input " diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index ce6e465323..d56a5f8186 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po index 6a91ddf029..7da893fd9e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po index 57a49e91f8..1239d5d3d7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 6822b6596f..f58a6dcae5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po index 6339da02b8..a5086f8894 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po index d624f9387a..94d10b864f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po index db16dd482e..a61bb0f486 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 58c70fb24e..2db9dac108 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/rotations.po index a1ae1a63f3..598a0559ff 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -89,7 +89,6 @@ msgstr "" "manera que un vector :math:`\\boldsymbol v` se convierte en" #: ../../docs/tutorials/math/rotations.rst:26 -#, fuzzy msgid "" "(If this isn't clear, you can verify this by looking at the figure: :math:`" "\\boldsymbol v` is rotated into :math:`\\boldsymbol v'` in the plane (so the " @@ -123,7 +122,6 @@ msgstr "" "\\boldsymbol v` también es comprobado.)" #: ../../docs/tutorials/math/rotations.rst:28 -#, fuzzy msgid "" "Now, a practical way of representing operators is by using matrices (note " "that an `operator `_ " @@ -146,7 +144,6 @@ msgstr "" "el producto cruzado :math:`\\boldsymbol e_z \\times` puede representarse como" #: ../../docs/tutorials/math/rotations.rst:38 -#, fuzzy msgid "" "(If you're curious how you can find the matrix representation of an " "operator :math:`A` in some set of real basis :math:`\\{ \\boldsymbol e_i\\}" @@ -189,7 +186,6 @@ msgstr "" "finita :math:`\\theta \\equiv N \\delta \\theta`:" #: ../../docs/tutorials/math/rotations.rst:53 -#, fuzzy msgid "" "(If you're confused about seeing a matrix as an exponent: the meaning of an " "operator :math:`A` in `exponential map `_." #: ../../docs/tutorials/math/rotations.rst:174 -#, fuzzy msgid "" "Furthermore, in this representation, it is clear that you can do a \"smooth" "\" rotation by slowly changing :math:`\\theta`, which is the 2D analogue of " @@ -750,7 +743,6 @@ msgstr "" "entendimiento/conocimiento de números complejos o de la fórmula de Euler." #: ../../docs/tutorials/math/rotations.rst:180 -#, fuzzy msgid "" "The introduction of the imaginary :math:`\\imath` is not black magic: it's " "just something that mimics :math:`2 \\times 2` matrix :math:`J_z`: :math:`1` " @@ -764,7 +756,6 @@ msgstr "" "mostrada más arriba)." #: ../../docs/tutorials/math/rotations.rst:182 -#, fuzzy msgid "" "These are often sources of confusion in 3D: introducing a third dimension " "means we have new rotation axes (rotations around X and Y axes) giving rise " @@ -784,7 +775,6 @@ msgstr "" "Algunos comentarios matemáticos (de nuevo, siéntete libre de omitirlos)" #: ../../docs/tutorials/math/rotations.rst:187 -#, fuzzy msgid "" "The fact that SO(3) has 3 generators is an accident: SO(:math:`n`) has :math:" "`n(n-1)/2` generators. Furthermore, the next step (after quaternions, which " @@ -862,7 +852,6 @@ msgstr "" "gratificante de derivar esta matriz es entender el grupo de rotación SO(3)." #: ../../docs/tutorials/math/rotations.rst:200 -#, fuzzy msgid "" "SO(3) is the group of rotations in Euclidean 3D space (for which the " "`signature `_ is :math:`(+1," @@ -914,7 +903,6 @@ msgstr "" "`J_i` y derivar la complicada matriz de rotación :math:`3\\times 3 que es" #: ../../docs/tutorials/math/rotations.rst:242 -#, fuzzy msgid "" "(Hint: you can use the relation :math:`(\\boldsymbol n \\cdot \\boldsymbol " "J)^2 = \\boldsymbol n \\otimes \\boldsymbol n-I` to quickly evaluate the " @@ -1007,7 +995,6 @@ msgstr "" "isomórfico a Spin(3)), que a su vez es una doble cobertura de SO(3)." #: ../../docs/tutorials/math/rotations.rst:251 -#, fuzzy msgid "" "SU(2) is essentially the group of unitary rotations with determinant +1 " "(called Special Unitary groups) which preserve the norm of complex vectors " @@ -1106,7 +1093,6 @@ msgstr "" "orientación objetivo (discutida más adelante en la sección SLERP)." #: ../../docs/tutorials/math/rotations.rst:260 -#, fuzzy msgid "" "Sure, we know that elements of SO(3) can be represented by using orthogonal " "matrices with determinant +1 (hence the name Special Orthogonal) such that :" @@ -2219,7 +2205,6 @@ msgstr "" "a" #: ../../docs/tutorials/math/rotations.rst:477 -#, fuzzy msgid "" "when :math:`q_1 \\neq \\pm q_2`, where we introduced :math:`\\cos\\Omega " "\\equiv \\cos\\frac{\\varphi_1}{2}\\cos\\frac{\\varphi_2}{2} + \\sin" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po index 5cc728015e..34dca64947 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po index 4f01c10407..e8d7462719 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -269,17 +269,16 @@ msgid "Some examples of planes" msgstr "Algunos ejemplos de planos" #: ../../docs/tutorials/math/vectors_advanced.rst:225 -#, fuzzy msgid "" "Here is a simple example of what planes are useful for. Imagine you have a " "`convex `__ polygon. For " "example, a rectangle, a trapezoid, a triangle, or just any polygon where no " "faces bend inwards." msgstr "" -"Aquí hay un ejemplo simple de para qué sirven los planos. Imagina que tienes " -"un polígono `convexo `__. " -"Por ejemplo, un rectángulo, un trapezoide, un triángulo o cualquier polígono " -"en el que no haya caras que se plieguen hacia adentro." +"He aquí un ejemplo sencillo de para qué sirven los planos. Imagina que " +"tienes un polígono `convexo `__. Por ejemplo, un rectángulo, un trapezoide, un triángulo o " +"cualquier polígono en el que no haya caras que se doblen hacia adentro." #: ../../docs/tutorials/math/vectors_advanced.rst:230 msgid "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index d857186740..476bb7f203 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -203,7 +203,7 @@ msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:33 msgid "string" -msgstr "" +msgstr "string" #: ../../docs/tutorials/misc/binary_serialization_api.rst:35 msgid "5" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 7281a5f5ec..0acf39b828 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po index 77ace24cd2..8534f4a243 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po index 3476d614da..562948ea94 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 0b5f04c521..7b1fa6ba00 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po index 97d5bebc68..6fd48f7119 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po index 85ba9c692f..b44d4a6d31 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po index 6d231d8cd7..36a8a22987 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po index cbcd8fd12a..2fd3f9a5f0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po index 8c04b3dc5a..29f24119e1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index fce65688a8..a48d772d34 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po index 837ac954da..cf0c188c72 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po index 0a74cbf8b8..f4cb24d078 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po index 4b97c4b695..84afa5e05d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 4b5af1af0d..5d4180b4c4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index e5d64ee349..cac3770e98 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po index be2158eeaf..9d10e41b98 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po index d99a26f5cf..686e4aca38 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/services_for_ios.po index 4b7b4b8734..ceab803d7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index ba4d5868de..105c254dd4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po index 35facae5ff..5bf9e4c550 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index b5ad59c867..f788093e3a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 5e8e19b0c0..c97f448078 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..7f079bdb13 --- /dev/null +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,436 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +#, fuzzy +msgid "GDNative C++ example" +msgstr "GDNative / C++" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "Introducción" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "Creación de un proyecto" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +#, fuzzy +msgid "There are a few prerequisites you'll need:" +msgstr "Sin embargo, hay algunas diferencias:" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "Crear una animación simple" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +#, fuzzy +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "Comienza declarando las variables miembro que este objeto necesitará:" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +msgid "Compiling our plugin" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +msgid "Using your GDNative module" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 597a3b88a2..b49a298415 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po index 892d943836..b5aedabc22 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po index 373c152099..db45e54b23 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 99013297b2..e3508659a6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po index e254faa66c..8764b36752 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_language.po index 838b864d40..6985c327e9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po index 50e1b884c9..d0c7c238f8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 92360b7d7c..55b187d0d7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po index a3af23985f..b0ab4f311b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po index 0c49edf1f5..1d324f65fb 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po index bf41911b28..09ab33b4a6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/about/faq.po b/sphinx/po/fr/LC_MESSAGES/about/faq.po index 218ea3c248..cff9342cfc 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/faq.po +++ b/sphinx/po/fr/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/about/index.po b/sphinx/po/fr/LC_MESSAGES/about/index.po index 305211a287..2419d6050f 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/index.po +++ b/sphinx/po/fr/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/about/introduction.po b/sphinx/po/fr/LC_MESSAGES/about/introduction.po index 55e564904a..39b8ee25c3 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/fr/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,7 +77,6 @@ msgstr "" "mobiles (Android, iOS) et web (HTML5)." #: ../../docs/about/introduction.rst:34 -#, fuzzy msgid "" "Godot is completely free and open source under the permissive MIT license. " "No strings attached, no royalties, nothing. Users' games are theirs, down to " @@ -86,9 +85,9 @@ msgid "" "expectations. It is supported by the `Software Freedom Conservancy `_ not-for-profit." msgstr "" -"Godot est complètement libre et open source sous la très permissive licence " -"MIT. Sans conditions liées, sans royalties, rien. Les jeux des utilisateurs " -"sont les leurs, jusqu'à la dernière ligne de code du moteur. Le " +"Godot est totalement libre et open source sous la très permissive licence " +"MIT. Sans conditions liées, sans redevances, rien. Les jeux des utilisateurs " +"leurs appartiennent, jusqu'à la dernière ligne de code du moteur. Le " "développement de Godot est totalement indépendant et communautaire, ce qui " "donne la possibilité aux utilisateurs d'aider à façonner leur moteur pour le " "faire correspondre à leurs attentes. Il est soutenu par la fondation " @@ -96,15 +95,14 @@ msgstr "" "lucratif." #: ../../docs/about/introduction.rst:41 -#, fuzzy msgid "" "For a more in-depth view of the engine, you are encouraged to read this " "documentation further, especially the :ref:`Step by step ` tutorial." msgstr "" -"Pour une vue plus en profondeur du moteur, vous êtes encouragés à lire cette " -"documentation plus avant, et spécialement le tutoriel :ref:`Pas à pas `." +"Pour une vue plus détaillée du moteur, vous êtes encouragés à davantage lire " +"cette documentation, plus précisément le tutoriel :ref:`Pas à pas `." #: ../../docs/about/introduction.rst:46 msgid "About the documentation" diff --git a/sphinx/po/fr/LC_MESSAGES/community/channels.po b/sphinx/po/fr/LC_MESSAGES/community/channels.po index 700eff05d5..64f0f98b2c 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/channels.po +++ b/sphinx/po/fr/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index efe0c05b1e..19cfb891df 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po index a116c7e1c5..4948d3df02 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 4413dfe3a3..fed869acbb 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po index 37cd993370..95495c1e2f 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po index c48492102c..581411dacc 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po index 35c464eda3..7bfc8d7bdb 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po index e53877a362..43372ed001 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po index c4256e37df..55cd6051d5 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/fr/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/index.po b/sphinx/po/fr/LC_MESSAGES/community/index.po index 393219153f..b371d60dfa 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/index.po +++ b/sphinx/po/fr/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/resources.po b/sphinx/po/fr/LC_MESSAGES/community/resources.po index 8a79f25f30..6176bf6fbb 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/resources.po +++ b/sphinx/po/fr/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/community/tutorials.po b/sphinx/po/fr/LC_MESSAGES/community/tutorials.po index 69d48778af..629869a7e7 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/fr/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,3 +54,7 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po index 463088b592..ca4a5b790c 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po index 8b472d7a5f..1e81d5a7a3 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po index d32160bc67..ad44434062 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po index c58c6b4365..752472613b 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po index 9782bbfd87..02fb75f048 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po index 826d15f478..b8c6a59532 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po index 1f6a2b111f..29b99a11b4 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po index 75fdcedb25..0ef1fe5b82 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index c63ac6fbf0..6555d6564f 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po index b28dd7e2aa..28d4d30844 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po index f3754c80e0..fe8819e687 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index af443ef9da..c113fb6eee 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/fr/LC_MESSAGES/development/compiling/packaging_godot.po index 3c88890b4c..2f957b3cf1 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/fr/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide.po index d2bff984eb..9a813228fa 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po index ea049644e3..f2aa4a4da8 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/creating_android_modules.po index 613abf73e9..28b127cbfe 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po index 4e8420b292..f233f4a4b5 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po index f9bcba8ad2..709f58ceca 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 64c0f1201f..db06b8d82a 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 38d57a3114..11ff7489b8 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po index 248895933d..abdaa59082 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po index e85474cad1..98ccfab9ea 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index eca53cf3f8..f2bf32f6e4 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po index 95cc11b076..707ed8ea02 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po index babb014c76..e640123f3f 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/fr/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po index 51edd47213..773fa8c37e 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/fr/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po index 01392efd4d..118f1d438d 100644 --- a/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/fr/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -141,130 +141,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "Ressources" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -274,9 +186,409 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "Chemin de la ressource" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +#, fuzzy +msgid "Skeleton" +msgstr "Singletons" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "Animation" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "Ressources" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +#, fuzzy +msgid "ArrayMesh" +msgstr "Les tableaux" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +#, fuzzy +msgid "arrays" +msgstr "Les tableaux" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +#, fuzzy +msgid "vertex color array" +msgstr "Couleur de vertex" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +msgid "An example of ArrayMesh:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "Animation" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +msgid "path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:380 +#, fuzzy +msgid "interp" +msgstr "Center" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +#, fuzzy +msgid "imported" +msgstr "Import CSV" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "Transformation" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "Valeur" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "Constante PI." + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 5c9fc7ab41..f2cffb1ab7 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po index adcfe9182f..d582501ec1 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po index 615080d60b..2a67649cf7 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 782c4d6f09..8f663a6825 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -422,8 +422,9 @@ msgid "" msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:120 +#, fuzzy msgid "Project organization" -msgstr "" +msgstr "Organisation de projet" #: ../../docs/getting_started/editor/unity_to_godot.rst:124 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 5c1070596a..b208a4e6c1 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -381,5 +381,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index fcfd97caee..421519d67e 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 3a1f6607fb..4ebab453e4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 7b4b2dcdc4..793b43ee52 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 111405b048..d9bb4e765b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 16032bde74..dd701a156c 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 7592d317a7..68982d73ce 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 0b453abdf0..3c6ba5b0aa 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 5a134b5ac1..1dc14d38ea 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 72e74bf79d..e1a6726cc9 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po index dd093da908..96cbe7f363 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index df06b0b30c..b7d1d94755 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 7e790d636e..f602a6891c 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 15f24ee8f8..a2cda2d4d0 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 2b68849156..21fd1602d3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po index 795ea14dee..d0f92662c2 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po index 20e909b1c5..99fc78904f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 5f9fe41784..01fbb3ae88 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index ec0a46698e..ac1d0ef08d 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po index 1d8c6709fe..c03de82e28 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po index d2be9a46d3..775993e9c3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index ec4d1bbfb2..015aeda0d3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index a8e2df8275..ab42d0e374 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po index 4c017dab5d..8e54957267 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 5bdf792f68..97d4475d87 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index cc843d48ce..83345e300d 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po index 3ca19acc31..ca65f906b2 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index f890a0d53f..4b500783c3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 3a5e5fbe22..49705695f8 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 1c14282318..5290eeb1dd 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 54cd68b9b7..2260ac31d4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -619,6 +619,11 @@ msgid "" "follows the official `C# naming conventions. `_" msgstr "" +"Le moteur ne convertit pas PascalCase en snake_case, pour les exemples C# " +"nous utiliserons PascalCase pour les noms de méthode et camelCase pour les " +"paramètres de méthode, ce qui suit `les conventions de nommage officielles " +"C#. `_" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:299 #, fuzzy @@ -938,40 +943,59 @@ msgid "" "the ``_process`` method to animate it. Let's now update the ``Number`` and " "``TextureProgress`` nodes like before, inside of ``_process``:" msgstr "" +"Dans ce cas particulier, parce que ``number_label`` prend du text, nous " +"avons besoin d'utiliser la méthode ``_process`` pour l'animer. C'est parti " +"pour mettre à jour les noeuds ``Number`` et ``TextureProgress`` comme avant, " +"à l'intérieur de ``_process``:" #: ../../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 "" +"`number_label` et `bar` sont des variables qui stocke les références vers " +"les noeuds `Number` et `TextureProgress`." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:524 +#, fuzzy 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 "" +"Jouer au jeu pour observer la barre animée. Mais le texte affiche un nombre " +"décimal et fait n'importe quoi. En considérant le style du jeu, ça serait " +"bien pour la barre de vie de s'animer d'une façon plus saccadé." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:530 +#, fuzzy msgid "The animation is smooth but the number is broken" -msgstr "" +msgstr "L'animation est fluide mais le nombre est cassé" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:532 +#, fuzzy 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 "" +"On peut résoudre les deux problemes en arondissant la variable " +"``animated_health``. Utiliser une varible locale ``round_value`` pour " +"stocker l'arrondi. Puis assigner la à ``number_label.text`` et ``bar.value``:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:554 +#, fuzzy msgid "Try the game again to see a nice blocky animation." msgstr "" +"Essayez le jeu une nouvelle fois pour voir une belle animation groupée." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:558 +#, fuzzy msgid "By rounding out animated\\_health we hit two birds with one stone" -msgstr "" +msgstr "En arrondissant animated\\_health, on a fait d'une pierre deux coups" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:562 +#, fuzzy msgid "" "Every time the player takes a hit, the ``GUI`` calls " "``_on_Player_health_changed``, which in turn calls ``update_health``. This " @@ -980,36 +1004,58 @@ msgid "" "gradually is a trick. It makes the GUI feel alive. If the ``Player`` takes 3 " "damage, it happens in an instant." msgstr "" +"A chaque fois que le joueur prends un coup, il envoie le signal " +"``health_changed``, à partir duquel ``GUI`` appelle " +"``_on_Player_health_changed``, qui appelle la fonction ``update_health``.\n" +"Cela mets à jour la valeur animée et les variables ``number_label`` et " +"``bar`` suivent dans la fonction ``_process``.\n" +"Il ne faut pas oublier, que l'animation de la barre de vie est une belle " +"illusion. Si le joueur prends 3 dégâts, c'est immédiat." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:570 +#, fuzzy msgid "Fade the bar when the Player dies" -msgstr "" +msgstr "Fais un fondu de la barre quand le joueur meurt" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:572 +#, fuzzy 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 "" +"Quand le personnage vert meurt, il joue une animation de mort et disparait. " +"A ce moment on ne veut plus afficher l'interface. Il faut faire disparaître " +"la barre quand le personnage meurt. On réutilisera le nœud ``Tween`` " +"puisqu'il peut gérer plusieurs animations en parallèle." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:577 +#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it 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 "" +"Tout d'abord l'interface ``GUI`` doit être connecté au signal envoyé à la " +"mort ``died`` du joueur ``Player`. Appuyer sur :kbd:`F1` pour repasser sur " +"l'espace de travail 2D. Sélectionner le nœud ``Player``dans le dock des " +"scène et cliquer dans l'inspecteur sur l'onglet Node." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:582 +#, fuzzy msgid "Find the ``died`` signal, select it, and click the Connect button." msgstr "" +"Trouver et sélectionner le signal ``died``, et cliquer sur le bouton Connect." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:586 +#, fuzzy msgid "The signal should already have the Enemy connected to it" -msgstr "" +msgstr "Ce signal est déjà connecté à l’ennemi." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:588 +#, fuzzy 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 " @@ -1017,10 +1063,16 @@ msgid "" "the bottom of the window. This will take you to the ``GUI.gd`` file in the " "Script Workspace." msgstr "" +"Dans la fenêtre de connexion des signaux, connecter le nœud ``GUI``. Le " +"chemin du nœud devrait être ``../../GUI`` et la méthode ``_on_Player_died``. " +"Laisser l'option Make Function activé et cliquer sur Connect au bas de la " +"fenêtre. Cela vous emmènera sur le script ``GUI.gd``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:596 +#, fuzzy msgid "You should get these values in the Connecting Signal window" msgstr "" +"Vous devriez avoir ces valeurs dans la fenêtre de connexion des signaux" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:600 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index d964f8917d..904c0768a5 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 95348c000e..a926d3707c 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index b74c6b23b5..d936fa0ce6 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index dcc4e08252..a23b3fdd23 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po index fe94f2628f..7bdbb7e205 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index a1f8744de1..ae8680d80f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index a5953b9f03..3f7c3bbc0b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 19a2e584b1..79ee67dc10 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index dd1b5941a1..c713014124 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po index 53e78abc7a..118cf2dbdd 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 47ab98575a..daa0a31e4b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index 95d513d50f..6239e01821 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index c4e1e7c6eb..b6ec8c112f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 999ed8eaf1..5a35824fcc 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index e12d2e828e..6d0699aa69 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index e2af76edae..85c7e2038e 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 40d8907c7f..961a5c0763 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 66ba105d96..38b0c86361 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index ac1e0e02cb..0781c5ade3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po index 11b236aa66..fead37b4ff 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 98887ccd17..6e039a51f3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po index cfd84c2e32..3698f5f403 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 1c19fa20bb..9f813ef7de 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 0c90f2fb82..4193601034 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,14 +18,16 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:4 +#, fuzzy msgid "Project organization" -msgstr "" +msgstr "Organisation de projet" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:7 msgid "Introduction" msgstr "Introduction" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:9 +#, fuzzy msgid "" "This tutorial is aimed to propose a simple workflow on how to organize " "projects. Since Godot allows the programmer to use the file-system as they " @@ -33,6 +35,11 @@ msgid "" "engine can be a little challenging. Because of this, a simple workflow will " "be described, which can be used or not, but should work as a starting point." msgstr "" +"Ce tutoriel a pour but de proposer une méthode simple d'organisation pour " +"vos projets. Depuis que Godot permet au programmeur d'utiliser le système de " +"fichier, trouver une façon d'organiser nos projets en tant que débutant peut " +"être compliquée. Pour vous accompagner, une méthode simple et fonctionnelle " +"est proposé." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:16 msgid "" diff --git a/sphinx/po/fr/LC_MESSAGES/index.po b/sphinx/po/fr/LC_MESSAGES/index.po index d2d0386619..399208cd55 100644 --- a/sphinx/po/fr/LC_MESSAGES/index.po +++ b/sphinx/po/fr/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po index 96659fe408..eee8c5dbff 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po index 1dbf5961bc..a60e68d20b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po index 19e3cc7c31..7880c51e0b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index e30ee6aa4c..dad986b3be 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po index 3ae2c1f94b..31483caaa5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 6e14d70ddf..4bda9d891d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 051ed7f5c6..bb619bf3e9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index a31f4dd5b2..0f83d8a5fb 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 5ba8ffad94..3a41ce849d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 4c0e78f25f..a2737eddad 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index b0c3b6a84e..64dca09157 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 86e84c5392..e9b54d4ed1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -54,48 +54,48 @@ msgstr "Ajouter d'autres nœuds" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -154,11 +154,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -167,8 +167,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 @@ -182,16 +182,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -201,26 +202,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -233,7 +234,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -248,209 +251,216 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -458,83 +468,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -542,130 +552,132 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "" +"Ajouter un script au ``Mob`` et ajouter les variables membres suivantes :" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -674,74 +686,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -750,290 +765,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1041,188 +1057,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1230,45 +1252,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 775033a9d4..12e0dbe446 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,14 +313,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" +"Ajouter un script au ``Mob`` et ajouter les variables membres suivantes :" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 msgid "Let's go over what each of these new variables will be doing:" @@ -346,7 +349,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +357,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +385,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +409,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +426,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -470,7 +474,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -512,10 +516,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +534,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +542,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +570,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +580,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +596,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,21 +642,23 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variable:" msgstr "" +"Ajouter un script au ``Mob`` et ajouter les variables membres suivantes :" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 msgid "``MAX_HEALTH``: The maximum amount of health a player can have." @@ -660,7 +666,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +676,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +695,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +722,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +754,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +830,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -838,8 +846,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -884,12 +891,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -940,35 +947,37 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 #, fuzzy -msgid "In this case, we want to respawn our target." +msgid "In this case, we want to respawn the target." msgstr "Dans ce cas, la valeur peut être lue à partir d'un *Port de données*." #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -977,14 +986,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -994,23 +1003,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1022,15 +1031,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 46c458177f..dda0ee3774 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -239,9 +239,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -350,89 +350,88 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +msgid "Let's go through each of the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -441,30 +440,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -472,122 +471,122 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 #, fuzzy msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr ":ref:`Vector3 `" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -595,13 +594,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -609,44 +608,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -654,14 +653,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -670,44 +669,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -716,27 +716,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -744,162 +745,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -907,148 +910,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index c48f9a0c51..54aee5537f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -190,7 +190,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -200,118 +200,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -319,51 +319,52 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -372,19 +373,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -393,80 +393,88 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +#, fuzzy +msgid "Open up ``Globals.gd`` and add the following class variables:" msgstr "" +"Ajouter un script au ``Mob`` et ajouter les variables membres suivantes :" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -475,46 +483,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -524,21 +532,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -546,7 +554,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -555,7 +563,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -564,424 +572,433 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" +"Ajouter un script au ``Mob`` et ajouter les variables membres suivantes :" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +#, fuzzy +msgid "Now all of the weapons will reset when the player dies." +msgstr "Fais un fondu de la barre quand le joueur meurt" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -989,7 +1006,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -997,309 +1014,322 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1307,39 +1337,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 6daa0a6730..ba5dbf40cc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,520 +27,528 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +#, fuzzy +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" msgstr "" +"Ajouter un script au ``Mob`` et ajouter les variables membres suivantes :" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 +#, fuzzy msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" +"add the following class variables:" msgstr "" +"Ajouter un script au ``Mob`` et ajouter les variables membres suivantes :" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +556,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +587,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -661,163 +669,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 1bca18aaf9..c0d2d505fc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -744,7 +745,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -785,9 +786,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -826,37 +827,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -865,19 +868,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -885,26 +888,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -912,7 +915,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -921,7 +924,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -930,20 +933,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -952,66 +955,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1021,7 +1024,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1029,23 +1032,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1055,28 +1058,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1085,21 +1088,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1107,380 +1110,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1488,149 +1498,153 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1638,122 +1652,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po index 7cd966df01..ff94023678 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 9521f8d16a..409e0af6ff 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po index 892f84ecb1..441c1e4f73 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index da20aabeb3..e5aa500cfd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index ea03d81cca..c9dd65f879 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index bbda3285af..bde0547b88 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index e9c2da55b8..d2823d8be9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po index c0258a270e..e19e0d8a0a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po index 58ad41ebec..fd9aa9cfe6 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 0fb3723e8a..ff9c05018b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 72eb094a47..ffa935462b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po index 7aa0ba5391..8abdbbd928 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index bdaa70ae40..67fac32bfc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po index e91f1a870e..028c604ddd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po index 8eed1892cd..037a308a5b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction_2d.po index d794ffe3f9..bf53fb54fe 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po index c834a18de4..5b6c8e7a39 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 243c2772c1..1b5e288798 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index c583c5c35a..f4ebe2ee33 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 36718443d2..09128053d7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po index c02947fcef..cb4c386c1c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po index 488cd05251..ef18308903 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po index d176ce4cff..dfed05d204 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po index 23793ca047..e03c76b653 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 4572b91ea7..7045b69431 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 4dbd405563..0332f8422b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 2a25342c96..1217296c74 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po index 2d64be4e0c..565748f891 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po index 1a0c4881a0..98170e2d48 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 7eac74d2b8..8b740d7179 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po index 8fb632c136..29eebdb8d2 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index e16906529b..eb56c117b9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po index ebbf0115d7..5f91da088a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 15d7da4074..ed34c61e26 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po index 07e363332a..7fab1dba29 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po index e8381d28f5..fc3b8a0cdb 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 01200649b6..9bf9a5989e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po index 1f31968a3f..6ece50e353 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po index 191fd45d88..705128d492 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 37d83dcd0d..f1ae436bf0 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po index 8c4f27e9da..71f4ff60df 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po index e8efed6620..3845d46b91 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po index 7e0636b16d..59d629a09f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index bd7a598b1f..88d25016e9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/rotations.po index a3c3447404..d851eef115 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po index 51e9f14b56..1319f5dc3b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po index 0828814db0..3aba378724 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 781027096d..0b95aa65bc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 27c9e0703f..8269585ac5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po index 05528af567..4a8030a519 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po index b05fe3de0b..790072c5e8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 0a392dfca2..16c649bad2 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po index c11211c720..ae99f3ed71 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po index d45c248dd2..c7edb5fef6 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po index 3e0eeb25f1..2aaf45e5a9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po index a7f98914c0..24f31b3ca4 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po index 52cc7b2cf7..1eed6ce3a5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 10b24b8a49..c566c6c7b0 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po index fbe751d9e7..0b2753770d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po index 80befeadb6..e4f7e64294 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po index fbf732057e..bfd8ef6853 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 75ad8554cb..6bed5113ee 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 30320a22e1..057173971a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po index 8fde7da879..403202d8e0 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po index ea172b9c58..1aed73e07b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/services_for_ios.po index 24d4579a12..1d33380844 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 7f2fcab293..13a77e8afe 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po index ddf20e9f3d..2786a6f963 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 262df45290..9920c01cc0 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index b173c52c82..43f2a421f3 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..b614d0a9b0 --- /dev/null +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,438 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: fr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +#, fuzzy +msgid "GDNative C++ example" +msgstr "GDNative / C++" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "Introduction" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "Créer un nouveau projet" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +#, fuzzy +msgid "There are a few prerequisites you'll need:" +msgstr "Il y a cependant quelques différences :" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "Création d'un script C#" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +#, fuzzy +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "" +"Commencez par déclarer les variables membres dont cet objet aura besoin :" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +#, fuzzy +msgid "Compiling our plugin" +msgstr "Compilation" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +msgid "Using your GDNative module" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 329d5c0015..b459c8d662 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po index ce4489081d..15a769e1dd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po index cd0b2994aa..8b8de85e2b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 6a44ceed4e..b75d7b9849 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po index 756d41c276..9a053086aa 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_language.po index 366626135f..b0f87ff66f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po index e951239fb3..0826a8471a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index cd131e5287..b24a2a046f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po index 44102a5e2b..8dcdff8764 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po index aa31d58af9..ab9a0fd9ff 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po index 4b369a9d41..bf33f4dab7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/about/faq.po b/sphinx/po/ko/LC_MESSAGES/about/faq.po index 50e3ddaf2d..ff4673ffdb 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/faq.po +++ b/sphinx/po/ko/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -163,7 +163,6 @@ msgstr "" "64비트 바이너리가 기본이지만 해당되는 곳에는 32비트와 64비트 모두 지원합니다." #: ../../docs/about/faq.rst:53 -#, fuzzy msgid "" "Some users also report building and using Godot successfully on ARM-based " "systems with Linux, like the Raspberry Pi. There is also some unofficial " @@ -422,15 +421,14 @@ msgid "Why is FBX not supported for import?" msgstr "왜 FBX 가져오기를 지원하지 않나요?" #: ../../docs/about/faq.rst:154 -#, fuzzy msgid "" "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " "`_ provided by Godot." msgstr "" -"FBX SDK는 `라이선스가 제한적 `_이기 때문에, Godot의 `개방된 라이선스 `_와 호환되지 않습니다." +"FBX SDK는 `제한적인 라이센스를 갖고 있기 때문에 `, Godot의 `오픈 라이선스 `_와 호환되지 않습니다." #: ../../docs/about/faq.rst:158 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/about/index.po b/sphinx/po/ko/LC_MESSAGES/about/index.po index fc439dbaa5..b333dc5588 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/index.po +++ b/sphinx/po/ko/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/about/introduction.po b/sphinx/po/ko/LC_MESSAGES/about/introduction.po index 08dad9c65a..d83e7cc359 100644 --- a/sphinx/po/ko/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/ko/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -52,8 +52,8 @@ msgid "" "Godot in a few words. Here's however our PR presentation, which you are free " "to reuse if you need a quick writeup about Godot Engine." msgstr "" -"게임 엔진은 복잡한 도구인 만큼 Godot을 단 몇 마디로 소개하기는 어렵습니다. 그" -"래도 우리는 다음과 같은 홍보 문구를 씁니다. Godot Engine을 소개하는 짧은 글" +"게임 엔진은 복잡한 도구인 만큼 Godot만을 단 몇 마디로 소개하기는 어렵습니다. " +"그래도 우리는 다음과 같은 홍보 문구를 씁니다. Godot Engine을 소개하는 짧은 글" "이 필요하다면 이 내용을 자유롭게 가져다 쓰셔도 됩니다." #: ../../docs/about/introduction.rst:27 @@ -65,12 +65,12 @@ msgid "" "platforms, including the major desktop platforms (Linux, macOS, Windows) as " "well as mobile (Android, iOS) and web-based (HTML5) platforms." msgstr "" -"Godot Engine은 통합된 인터페이스로 2D 및 3D 게임을 만들 수 있도록 많은 기능" -"을 갖춘 크로스플랫폼 게임 엔진입니다. 이 엔진은 사용자가 일반적인 기능을 처음" -"부터 구축할 필요 없이 게임을 만드는 데 집중할 수 있도록 종합적인 도구들을 제" -"공합니다. 만든 게임은 클릭 한 번으로 주요 데스크톱 플랫폼(리눅스, 맥OS, 윈도" -"우)은 물론 모바일 (안드로이드, iOS) 및 웹 기반 (HTML 5) 플랫폼으로 내보낼 수 " -"있습니다." +"Godot Engine은 통일된 하나의 인터페이스 안에서 2D 및 3D 게임을 만들 수 있는 " +"여러 기능으로 가득 찬 크로스 플랫폼 게임 엔진입니다. 이 엔진은 사용자가 일반" +"적인 기능을 처음부터 구축할 필요 없이 게임을 만드는 데 집중할 수 있도록 종합" +"적인 도구들을 제공합니다. 만든 게임은 클릭 한 번으로 주요 데스크톱 플랫폼(리" +"눅스, 맥OS, 윈도우)은 물론 모바일 (안드로이드, iOS) 및 웹 기반 (HTML 5) 플랫" +"폼으로 내보낼 수 있습니다." #: ../../docs/about/introduction.rst:34 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/community/channels.po b/sphinx/po/ko/LC_MESSAGES/community/channels.po index 18d724cb06..3ea000fa10 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/channels.po +++ b/sphinx/po/ko/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 16714a5cc1..684c66787d 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po index 03bf52c9d6..0df8460729 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 5d9dba944f..f8483b4978 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po index 47b0a3f163..4790b70f9b 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -168,17 +168,16 @@ msgid "License" msgstr "라이선스" #: ../../docs/community/contributing/documentation_guidelines.rst:104 -#, fuzzy msgid "" "This documentation and every page it contains is published under the terms " "of the `Creative Commons Attribution 3.0 license (CC-BY-3.0) `_, with attribution " "to \"Juan Linietsky, Ariel Manzur and the Godot community\"." msgstr "" -"이 문서의 모든 내용은 크리에이티브 커먼스 저작자 표시 3.0 (`CC-BY 3.0 " -"`_) 라이선스로 사용할 수 있고, " -"저작자 표시는 \"Juan Linietsky, Ariel Manzur, Godot Engine 커뮤니티\"로 하면 " -"됩니다." +"이 문서의 모든 내용은 `크리에이티브 커먼스 저작자 표시 3.0 라이선스 (`CC-BY " +"3.0 `_로 사용할 수 있고, 저작" +"자 표시는 \"Juan Linietsky, Ariel Manzur, Godot Engine 커뮤니티\"로 하면 됩니" +"다." #: ../../docs/community/contributing/documentation_guidelines.rst:107 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po index f6e1b7b639..73e238714c 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po index e496cc4ec3..597137b944 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 92850d8f64..2d22ee31a8 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po index fb0171c695..0a2d6fd033 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/ko/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/index.po b/sphinx/po/ko/LC_MESSAGES/community/index.po index a7725b75b4..8a4c3d2e58 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/index.po +++ b/sphinx/po/ko/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/resources.po b/sphinx/po/ko/LC_MESSAGES/community/resources.po index 4446463f72..b7192ac951 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/resources.po +++ b/sphinx/po/ko/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/community/tutorials.po b/sphinx/po/ko/LC_MESSAGES/community/tutorials.po index 1007287bad..dafe2e5d19 100644 --- a/sphinx/po/ko/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/ko/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,3 +54,7 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po index 6ebb0c6140..2cf111c93d 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po index f95b6d7599..291b1e9e3d 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po index f2de14b1f4..a3d5e52efd 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 309dc683ed..78f4c042df 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po index 83cb7e85b1..9dd0fe80c7 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po index 723c47a3fc..d61d9c855c 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po index 0b767ae724..2fe2232c26 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po index d7c4b309a7..245429dcb3 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 0de7abe7ba..00d54e534a 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po index 196cb6ceb5..f3a1bc602e 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po index 7d92444c33..56d5aacfb7 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index add99c8231..c904a05616 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/ko/LC_MESSAGES/development/compiling/packaging_godot.po index d1dc856b68..120c65ab58 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/ko/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide.po index af316788c8..48351b1134 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -91,9 +91,8 @@ msgid "That's it! Now you should be good to go :)" msgstr "" #: ../../docs/development/cpp/configuring_an_ide.rst:71 -#, fuzzy msgid "Qt Creator" -msgstr "반복자" +msgstr "Qt Creator" #: ../../docs/development/cpp/configuring_an_ide.rst:74 msgid "Importing the project" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po index 7af5146188..0d7d775e40 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/creating_android_modules.po index a6610e0e9c..8c0380c392 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po index 52a97177c0..5dd1e5c2eb 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po index 7a9071f6c4..3b5a232888 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 0744bf5256..e069249661 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index b940b0da7d..a0c25e4de0 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po index 4e1a02b7bc..5d8864b948 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 44fcba624e..1144acb91a 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 73cdc2c60d..1724c694cf 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po index d483abe62e..a4ee705bcb 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po index 94f6d5168a..f7ae49fc0d 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/ko/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po index a16c1238ac..cb9dd88c43 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/ko/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po index 912bce222b..855197546a 100644 --- a/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/ko/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "리소스" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,405 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "리소스 경로" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +msgid "Skeleton" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "애니메이션" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "리소스" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +#, fuzzy +msgid "ArrayMesh" +msgstr "배열" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +#, fuzzy +msgid "arrays" +msgstr "배열" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +msgid "An example of ArrayMesh:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "애니메이션" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +msgid "path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:380 +msgid "interp" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +msgid "imported" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "변형" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "값" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "PI 상수." + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 003cea2917..65cd72313c 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po index 309d525079..13cb47f8a6 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po index fb31bb7701..d07c062ce8 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 82bc35fdb5..1855d27274 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 7d208f6e39..06b21ab293 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -266,5 +266,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 42378eb864..5f627e47a8 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index c25f06f409..a0ead8c70e 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index c2db8e451e..6ef10b4d5a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index b2fde6d5da..166fa1e0cc 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 6ae0558e57..d69d29eaa0 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 0025df8535..8b278bfc83 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 45e76515e9..be7ddd86ec 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 1d4b62fde1..e995d57f97 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 59b37d2e7e..4edca257cf 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po index 87ccdf38a4..ff4beb96f0 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 61eb4be7ba..04b36ab59a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 9d1ad0718e..0ed04dde32 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index bcd1bf9a0e..740979289f 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 2dad0082b6..d75611c4fa 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po index 2982e6dadc..1472218ace 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po index 3b2a005e0c..9e7fa631a4 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 918995c020..a4d2d71769 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 16a9b23de7..37fe5a0cba 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po index bedebb40b0..47da897df1 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po index f344240602..cd64e482e6 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index b5c82f5ba9..47c0379880 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 4df4605b1f..4446038f16 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po index 4cb3d5d861..c158292ab3 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index fe0181973d..7bde17bb84 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index a20c632f17..15dd83c510 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po index 40e32182de..f4a0e60ff6 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -227,6 +227,8 @@ msgid "" "generated shared libraries works perfectly, thanks to our use of an internal " "C API Bridge." msgstr "" +"모든 C++버전을 사용할 수 있으며, 내부 C API Bridge를 사용하여 생성된 공유 라" +"이브러리의 컴파일러 브랜드와 버전을 완벽하게 혼합할 수 있습니다." #: ../../docs/getting_started/step_by_step/scripting.rst:85 msgid "" @@ -235,16 +237,22 @@ msgid "" "Visual Script. However the API is clear and easy to use as it resembles, " "mostly, Godot's actual C++ API." msgstr "" +"이 언어는 훌륭한 성능을 가지며, GDScript또는 VisualScript을 통해 다른 부분을 " +"작성할 수 있으므로 게임 전체에서 사용할 필요는 없습니다. 그러나 이 API는 명확" +"하고 사용하기 쉽습니다. 이 API의 대부분은 Godot의 실제 C++API와 유사하기 때문" +"이죠." #: ../../docs/getting_started/step_by_step/scripting.rst:90 msgid "" "More languages can be made available through the GDNative interface, but " "keep in mind we don't have official support for them." msgstr "" +"GDNative 인터페이스를 통해 더 많은 언어를 사용할 수 있지만, 이 인터페이스에 " +"대한 공식적인 지원은 없습니다." #: ../../docs/getting_started/step_by_step/scripting.rst:94 msgid "Scripting a scene" -msgstr "" +msgstr "씬 스크립팅" #: ../../docs/getting_started/step_by_step/scripting.rst:96 msgid "" @@ -252,18 +260,21 @@ msgid "" "button and a label, where pressing the button will update the label. This " "will demonstrate:" msgstr "" +"본 튜토리얼의 나머지 부분에서는 버튼과 레이블로 구성된 GUI장면을 설정합니다. " +"여기서 버튼을 누르면 라벨이 업데이트됩니다. 이를 통해 다음을 증명할 수 있습니" +"다:" #: ../../docs/getting_started/step_by_step/scripting.rst:100 msgid "Writing a script and attaching it to a node." -msgstr "" +msgstr "스크립트를 작성하여 노드에 연결합니다." #: ../../docs/getting_started/step_by_step/scripting.rst:101 msgid "Hooking up UI elements via signals." -msgstr "" +msgstr "신호를 통해 UI요소들을 후크 하는 중입니다." #: ../../docs/getting_started/step_by_step/scripting.rst:102 msgid "Writing a script that can access other nodes in the scene." -msgstr "" +msgstr "씬(scene)의 다른 노드에 접근 할 수 있는 스크립트를 작성하는 중입니다." #: ../../docs/getting_started/step_by_step/scripting.rst:104 msgid "" @@ -272,24 +283,29 @@ msgid "" "short, so it will not take more than a few minutes to get an overview of the " "concepts." msgstr "" +"계속하기 전에 :ref:`doc_gdscript`레퍼런스를 반드시 읽어 보시기 바랍니다. 이 " +"언어는 간단하게 설계되었고, 참조 문헌(reference)이 짧기 때문에 개념을 파악하" +"는 데 몇분 정도 밖에 걸리지 않습니다." #: ../../docs/getting_started/step_by_step/scripting.rst:109 msgid "Scene setup" -msgstr "" +msgstr "씬(Scene) 설정" #: ../../docs/getting_started/step_by_step/scripting.rst:111 msgid "" "Use the \"Add Child Node\" dialogue accessed from the Scene tab (or by " "pressing ``Ctrl+A``) to create a hierarchy with the following nodes:" msgstr "" +"씬(Scene) 탭에서 액세스 하는 \"하위 노드 추가\"대화 상자를 사용하여(Ctrl+A), " +"다음 노드로 계층을 생성합니다:" #: ../../docs/getting_started/step_by_step/scripting.rst:114 msgid "Panel" -msgstr "" +msgstr "패널" #: ../../docs/getting_started/step_by_step/scripting.rst:116 msgid "Label" -msgstr "" +msgstr "라벨" #: ../../docs/getting_started/step_by_step/scripting.rst:117 msgid "Button" @@ -297,39 +313,47 @@ msgstr "버튼" #: ../../docs/getting_started/step_by_step/scripting.rst:119 msgid "The scene tree should look like this:" -msgstr "" +msgstr "씬(Scene)트리는 다음과 같아야 합니다:" #: ../../docs/getting_started/step_by_step/scripting.rst:123 msgid "" "Use the 2D editor to position and resize the Button and Label so that they " "look like the image below. You can set the text from the Inspector tab." msgstr "" +"2D편집기를 사용하여 Button 및 Label을 아래 이미지와 같이 배치하고 크기를 조정" +"합니다. Inspector탭에서 텍스트를 설정할 수 있습니다." #: ../../docs/getting_started/step_by_step/scripting.rst:128 msgid "Finally, save the scene with a name such as ``sayhello.tscn``." -msgstr "" +msgstr "마지막으로,\"sayhello.tscn\"와 같은 이름으로 씬(Scene)을 저장합니다." #: ../../docs/getting_started/step_by_step/scripting.rst:133 msgid "Adding a script" -msgstr "" +msgstr "스크립트 추가" #: ../../docs/getting_started/step_by_step/scripting.rst:135 msgid "" "Right click on the Panel node, then select \"Attach Script\" from the " "context menu:" msgstr "" +"패널 노드에서 마우스 오른쪽 버튼을 클릭한 다음 상황에 맞는 메뉴에서 \"스크립" +"트 첨부\"를 선택합니다:" #: ../../docs/getting_started/step_by_step/scripting.rst:140 msgid "" "The script creation dialog will pop up. This dialog allows you to set the " "script's language, class name, and other relevant options." msgstr "" +"스크립트 생성 대화 상자가 나타날겁니다. 이 대화 상자에서 스크립트의 언어, 클" +"래스 이름 및 기타 관련 옵션을 설정할 수 있습니다." #: ../../docs/getting_started/step_by_step/scripting.rst:143 msgid "" "In GDScript the file itself represents the class, so the class name field is " "not editable." msgstr "" +"GDScript에서 파일 자체는 클래스를 나타내므로 클래스 이름 필드는 편집할 수 없" +"습니다." #: ../../docs/getting_started/step_by_step/scripting.rst:146 msgid "" @@ -337,10 +361,13 @@ msgid "" "will automatically be filled in with \"Panel\". This is what we want, as the " "script's goal is to extend the functionality of our panel node." msgstr "" +"스크립트를 연결할 노드는 패널이므로 상속받는 위치는 \"Panel\"로 자동으로 채워" +"집니다. 스크립트의 목표가 패널 노드의 기능을 확장하는 것이기 때문에, 이것이 " +"우리가 원하는 것입니다." #: ../../docs/getting_started/step_by_step/scripting.rst:150 msgid "Finally, enter a path name for the script and select Create:" -msgstr "" +msgstr "마지막으로 스크립트 경로 이름을 입력하고 Create(생성)을 선택합니다:" #: ../../docs/getting_started/step_by_step/scripting.rst:154 msgid "" @@ -348,6 +375,9 @@ msgid "" "an \"Open script\" icon next to the node in the Scene tab, as well as in the " "script property under Inspector:" msgstr "" +"그런 다음 스크립트가 생성되어 노드에 추가됩니다. 이 아이콘은 씬(scene)탭의 노" +"드 옆에 있는 \"스크립트 열기\"아이콘뿐만 아니라 검사자 아래의 스크립트 속성에" +"서도 볼 수 있습니다:" #: ../../docs/getting_started/step_by_step/scripting.rst:160 msgid "" @@ -355,6 +385,8 @@ msgid "" "highlighted in the above image. This will bring you to the script editor " "where a default template will be included:" msgstr "" +"스크립트를 편집하려면 위 이미지에 강조 표시된 두 버튼 중 하나를 선택합니다. " +"그러면 기본 템플릿이 포함된 스크립트 편집기로 이동할겁니다:" #: ../../docs/getting_started/step_by_step/scripting.rst:165 msgid "" @@ -362,10 +394,13 @@ msgid "" "and all its children, enters the active scene. **Note:** ``_ready()`` is not " "the constructor; the constructor is instead ``_init()``." msgstr "" +"안에는 많은 내용이 있지 않습니다. ``_ready()`` 함수는 노드와 모든 자식들이 " +"active scene으로 들어갈 때 호출됩니다. **참고:** ``_ready()``는 생성자가 아닙" +"니다. 생성자는``_init()`` 대신합니다." #: ../../docs/getting_started/step_by_step/scripting.rst:170 msgid "The role of the script" -msgstr "" +msgstr "스크립트의 역할" #: ../../docs/getting_started/step_by_step/scripting.rst:172 msgid "" @@ -374,10 +409,13 @@ msgid "" "siblings, and so on. The local scope of the script is the node. In other " "words, the script inherits the functions provided by that node." msgstr "" +"스크립트는 노드에 동작을 추가합니다. 노드가 작동하는 방식뿐만 아니라 하위 노" +"드, 상위 노드, 형제 노드 등과 상호 작용하는 방식을 제어하는 데 사용됩니다. 스" +"크립트는 노드에게, 그 노드의 함수들을 상속해줍니다." #: ../../docs/getting_started/step_by_step/scripting.rst:180 msgid "Handling a signal" -msgstr "" +msgstr "시그널 처리" #: ../../docs/getting_started/step_by_step/scripting.rst:182 msgid "" @@ -386,6 +424,10 @@ msgid "" "mostly in GUI nodes, although other nodes have them too, and you can even " "define custom signals in your own scripts." msgstr "" +"시그널은 특정한 종류의 작업이 발생할 때 \"방출\" 되며 스크립트 인스턴스의 모" +"든 기능에 연결될 수 있습니다. 시그널은 대부분 GUI노드에서 사용되며, 다른 노드" +"에도 시그널이 있고 사용자 스크립트에서 사용자 지정 시그널을 정의할 수도 있습" +"니다." #: ../../docs/getting_started/step_by_step/scripting.rst:187 msgid "" @@ -394,18 +436,27 @@ msgid "" "the second part. For the first part, Godot provides two ways to create " "connections: through a visual interface the editor provides or through code." msgstr "" +"이 단계에서 우리는 \"pressed\" 시그널을 사용자 지정 기능에 연결할 겁니다. 먼" +"저 연결 형식을 지정한 후에 두 번째로 사용자 지정 기능을 정의합니다. Godot에서" +"는 연결하기 위한 2가지 방법을 제공합니다: 에디터에서 제공하는 시각적 인터페이" +"스나 코드를 통해 사용자 지정 기능에 연결할 수 있습니다." #: ../../docs/getting_started/step_by_step/scripting.rst:192 msgid "" "While we will use the code method for the remainder of this tutorial series, " "let's cover how the editor interface works for future reference." msgstr "" +"이 튜토리얼 시리즈의 나머지 부분에서는 코드 메서드를 사용하겠습니다만, 나중" +"에 참고하기 위한 에디터 인터페이스가 어떻게 작동하는지에 대해서는 설명하겠습" +"니다." #: ../../docs/getting_started/step_by_step/scripting.rst:195 msgid "" "Select the Button node in the scene tree and then select the \"Node\" tab. " "Next, make sure that you have \"Signals\" selected." msgstr "" +"씬 트리에서 버튼 노드를 고르고 \"노드\" 탭을 선택하세요. 그런 후, \"시그널" +"\"이 선택되어 있는지 확인하세요." #: ../../docs/getting_started/step_by_step/scripting.rst:200 msgid "" @@ -413,6 +464,8 @@ msgid "" "\"Connect...\" button in the bottom right, you'll open up the connection " "creation dialogue." msgstr "" +"\"BaseButton\" 밑에 있는 \"pressed()\"를 고르고 오른쪽 아래 \"연결하기...\"버" +"튼을 누르신다면, 연결 생성 다이얼로그가 열릴겁니다." #: ../../docs/getting_started/step_by_step/scripting.rst:205 msgid "" @@ -420,6 +473,8 @@ msgid "" "node which implements the method you want to trigger (represented here as a " "NodePath) and the name of the method to trigger." msgstr "" +"왼쪽 아래에 당신이 연결을 만드는데 필요한 핵심 사항이 있습니다:사용하길 원하" +"는 메서드를 실행할 (NodePath로 정의된) 하나의 노드와 그 메서드의 이름입니다." #: ../../docs/getting_started/step_by_step/scripting.rst:209 msgid "" @@ -428,6 +483,10 @@ msgid "" "select a node, the NodePath at the bottom will automatically update to point " "a relative path from the emitting node to the selected node." msgstr "" +"왼쪽 위 구역은 씬에 있는 노드들을 보여주며 방출하는 노드 이름은 빨갛게 표시됩" +"니다. \"Panel\" 노드를 선택해봅시다. 노드를 선택하면, 밑에 NodePath가 자동으" +"로 방출하는 노드부터 선택된 노드까지의 경로를 가리키기 위해 자동으로 업데이트" +"됩니다." #: ../../docs/getting_started/step_by_step/scripting.rst:214 msgid "" @@ -436,6 +495,10 @@ msgid "" "do have the \"Make Function\" check button checked, then the editor will " "generate the function for you before setting up the connection." msgstr "" +"기본적으로, 메서드의 이름은 방출하는 노드의 이름에 포함되어서 " +"\"_on_[EmitterNode]_[signal_name]\"으로 표시됩니다 (이 경우에는 \"Button\"이" +"죠). 만일 \"함수 만들기\" 버튼이 체크되어 있다면, 에디터는 연결을 설정하기 전" +"에 함수를 생성할 겁니다." #: ../../docs/getting_started/step_by_step/scripting.rst:219 msgid "" @@ -443,6 +506,8 @@ msgid "" "this is a scripting tutorial, so for the sake of learning, let's dive in to " "the manual process!" msgstr "" +"그리고 이것으로 시각 인터페이스를 사용하는 법에 관한 강좌를 마칩니다. 하지" +"만, 이것이 스크립팅 튜토리얼이므로, 학습을 위해 수동 프로세스를 알아봅시다!" #: ../../docs/getting_started/step_by_step/scripting.rst:223 msgid "" @@ -451,12 +516,18 @@ msgid "" "This function uses paths to fetch nodes anywhere in the scene, relative to " "the node that owns the script." msgstr "" +"이것에 도달하기 위해서는, 우리는 아마도 가장 많이 Godot 프로그래머가 사용하" +"는 기능을 소개할 겁니다: :ref:`Node.get_node() `. 이 기" +"능은 스크립트를 소유한 노드라면 씬 내 어느 곳에서라도 경로를 사용해서 노드를 " +"가져옵니다." #: ../../docs/getting_started/step_by_step/scripting.rst:228 msgid "" "For the sake of convenience, delete everything underneath ``extends Panel``. " "You will fill out the rest of the script manually." msgstr "" +"편의성을 위해, ``extend Panel`` 아래에 있는 모든 것을 지우세요. 당신이 나머지" +"를 수동으로 채울 것입니다." #: ../../docs/getting_started/step_by_step/scripting.rst:231 msgid "" @@ -464,6 +535,8 @@ msgid "" "is attached, you can fetch the Button by typing the following underneath the " "``_ready()`` function:" msgstr "" +"버튼과 라벨은 스크립트가 붙어있는 패널의 자식이기 때문에, 밑의 ``_ready()`` " +"함수를 따라 타이핑해서 버튼을 가져올 수 있습니다:" #: ../../docs/getting_started/step_by_step/scripting.rst:248 msgid "Next, write a function which will be called when the button is pressed:" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index f6158c1b24..9fe8eca88b 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index f613e42981..7df840fdc1 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index b0151d5e23..ee9d6e1ebe 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 778c8e4d73..d3938c145e 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index eeddb362ff..ab269b6781 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 7ada1de120..f158904ae7 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -270,7 +270,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:141 msgid "Label" -msgstr "" +msgstr "라벨" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:143 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 0f1caa2b59..b83eadff6f 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 42d45a1417..b78d70ba70 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 81d5ceda32..4a531b136a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 58b79e19ce..6a67b1ffff 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index f8e37744c1..82c6d1e987 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index af60f2950e..c019650f86 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 293a3729f2..f45e603ef1 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po index a784f5b763..3f2cc678c3 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 2400d75ebf..82a8dd395b 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index 69dd43cf6e..8e8faaf22d 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index cffdf589d7..24db365583 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 154e653375..4aa6053f78 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 631ed4ca52..7c98829d7a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 7d6c00fe02..0f6073283a 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index cc150a6103..b7ccb0a55e 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 4e5f57a54b..6588acb968 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index ba6ad14a84..fb1ec0f5cb 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po index 91daba533b..f45334bf39 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 7b0d9c11af..8692760b99 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po index 72350cf4b2..99774a7b5e 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 7749e8fe62..d13b75566c 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 0f384235ac..9551a58e8d 100644 --- a/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/ko/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/index.po b/sphinx/po/ko/LC_MESSAGES/index.po index ad8d757a15..ddf2d98fbc 100644 --- a/sphinx/po/ko/LC_MESSAGES/index.po +++ b/sphinx/po/ko/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/index.rst:7 msgid "Godot Docs – *master* branch" -msgstr "Godot 문서 – *master* 지점" +msgstr "Godot 문서 – *master* 브랜치" #: ../../docs/index.rst:9 msgid "" @@ -27,8 +27,8 @@ msgid "" "documentation of the current **stable** branch? `Have a look here `_." msgstr "" -"이 문서는 불안정한 (master) 지점입니다. **안정된** 지점의 문서를 찾으시나요? " -"`_로 가세요." +"이 문서는 불안정한 (master) 브랜치입니다. **안정된** 브랜치의 문서를 찾으시나" +"요? `_로 가세요." #: ../../docs/index.rst:13 msgid "" @@ -38,9 +38,10 @@ msgid "" "` to get an overview of what this documentation has to " "offer." msgstr "" -"무료 오픈 소스이자 커뮤니티 참여로 개발되는 Godot Engine의 공식 문서에 오신 " -"것을 환영합니다! 처음이시라면, 문서에 대한 전반적인 `소개 페이지" -"`를 읽어보시기를 권장합니다." +"커뮤니티 기반으로 개발되는 자유 오픈소스 2D & 3D 게임 엔진 Godot Engine의 공" +"식 문서에 오신 것을 환영합니다! 처음 오셨다면 :ref:`소개 페이지" +"`를 읽어보시고 저희 문서가 전반적으로 무엇을 제공하는지 파악" +"해보시기를 권장해드립니다." #: ../../docs/index.rst:18 msgid "" @@ -48,8 +49,8 @@ msgid "" "the documentation for your topic of interest. You can also use the search " "function in the top left corner." msgstr "" -"본문 아래 및 좌측 사이드바에 있는 목차, 또는 좌측 상단의 검색창을 통해 원하시" -"는 문서를 열람하실 수 있습니다." +"본문 아래 및 좌측 사이드바의 목차로부터 원하시는 문서를 열람하실 수 있습니" +"다. 또한 좌측 상단의 검색창에서 검색도 가능합니다." #: ../../docs/index.rst:22 msgid "" @@ -60,9 +61,10 @@ msgid "" "the documentation better by letting us know!" msgstr "" "Godot Engine은 사용자들에 의해 자발적으로 개발되는 오픈 소스 프로젝트입니다. " -"문서화 팀은 튜토리얼이나 클래스 참조 등을 향상시키는 데에 여러분의 의견을 받" +"문서화 팀은 튜토리얼이나 클래스 참조 등을 향상시키기 위해 여러분의 의견을 받" "고 있습니다. 만약 튜토리얼 중에 이해가 가지 않는 부분이 있거나, 설명이 애매하" -"거나 부족한 부분이 있다면 저희에게 의견을 제출해 주세요!" +"거나 부족한 부분이 있다면 저희에게 알려주셔서 더 나은 문서를 만들 수 있게 도" +"와주세요!" #: ../../docs/index.rst:29 msgid "" @@ -73,11 +75,11 @@ msgid "" "`_, or the ``#godotengine-doc`` channel on `irc." "freenode.net `_!" msgstr "" -"`깃허브 저장소 `_에서 문제" +"`깃허브 저장소 `_에서 이슈" "를 제출하거나, `문서 현지화 `_를 돕거나, `디스코드 `_의 ``#documentation``이" "나 `irc.freenode.net `_의 ``#godotengine-doc``에서 우리들과 함께 논의를 할 수도 있습니다!" +"doc>`_의 ``#godotengine-doc``에서 저희와 함께 논의를 할 수도 있습니다!" #: ../../docs/index.rst:43 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po index 884c60d705..d24770a546 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po index 48cb722c60..6d5c1b55b7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po index 3ab623d188..c6863c8c97 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 46da41e031..255d4a9395 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po index 2a594e8f99..fb958b4d61 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 3eaa317a9f..2dfaa20827 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 0495af7904..6115262c96 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index b96b3aea25..5aa34d4c61 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 5fbf80f4eb..9dde75b67c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 4547dbf157..e27819108e 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 702c1a27c6..092354a2aa 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index db57da6b64..a0b66e0dfc 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -53,48 +53,48 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -153,11 +153,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 @@ -181,16 +181,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -200,26 +201,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -232,7 +233,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -247,209 +250,216 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -457,83 +467,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -541,130 +551,130 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -673,74 +683,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -749,290 +762,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1040,188 +1054,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1229,45 +1249,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index d83cd0c92e..e221a88c62 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,13 +313,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 @@ -346,7 +347,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +355,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +383,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +407,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +424,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -470,7 +472,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -512,10 +514,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +532,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +540,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +568,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +578,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +594,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,20 +640,20 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" +msgid "Open up ``Player.gd`` and add the following class variable:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 @@ -660,7 +662,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +672,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +691,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +718,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +750,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +826,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -838,8 +842,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -884,12 +887,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -940,34 +943,36 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." +msgid "In this case, we want to respawn the target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -976,14 +981,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -993,23 +998,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1021,15 +1026,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index eaaaed55e7..a30367528f 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -238,9 +238,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -349,89 +349,88 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +msgid "Let's go through each of the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -440,30 +439,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -471,121 +470,121 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -593,13 +592,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -607,44 +606,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -652,14 +651,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -668,44 +667,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -714,27 +714,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -742,162 +743,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -905,148 +908,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 14af8f80d0..f523aa2252 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -190,7 +190,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -200,118 +200,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -319,51 +319,52 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -372,19 +373,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -393,80 +393,86 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +msgid "Open up ``Globals.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -475,46 +481,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -524,21 +530,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -546,7 +552,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -555,7 +561,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -564,424 +570,430 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +msgid "Now all of the weapons will reset when the player dies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -989,7 +1001,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -997,309 +1009,322 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1307,39 +1332,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index 2ebd5e1691..134c8db72b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,520 +27,524 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" +"add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +552,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +583,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -661,163 +665,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 268becbeec..1efb5d1969 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -744,7 +745,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -785,9 +786,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -826,37 +827,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -865,19 +868,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -885,26 +888,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -912,7 +915,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -921,7 +924,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -930,20 +933,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -952,66 +955,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1021,7 +1024,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1029,23 +1032,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1055,28 +1058,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1085,21 +1088,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1107,380 +1110,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1488,149 +1498,153 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1638,122 +1652,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po index 56ed394d36..0d71fee168 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index d33581d746..1d4cf84bfd 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po index 5626526db4..6824ec18a1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 9532096360..1a71c4e039 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index 7e94fb8f66..608db1e84b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index c96c197247..14fc943cc9 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index 6b28824ad9..1b121cb5d1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po index 740473a9c1..bdfadb6294 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po index d8d7901121..7ebb9d82ba 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po index b0094fce4e..a03846a6b1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 95e8de7966..102b247617 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po index 8c22f4d6f7..0f396d285e 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index 3b303dc759..4a2e037e8c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po index 871345fd48..9116d4d074 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po index 48252df014..3701f8b0ea 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction_2d.po index ccb09e9ac8..8429b8da68 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -188,7 +188,7 @@ msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:113 msgid "Scene setup" -msgstr "" +msgstr "씬(Scene) 설정" #: ../../docs/tutorials/animation/introduction_2d.rst:115 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po index 44aaa5abbb..4e23f5ecb5 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index aacbb5d785..7c05507dcd 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index e19acccc89..91476fe60c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 8e6fdfa795..8c498571d1 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po index da5f1b9887..487b01dcf7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po index 2f07e444d3..f0b447cb5a 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po index faed5cb31d..640f5ae1b7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po index 6bdcab91aa..479a88ddc0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index e123f004ae..532d62a408 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index a34fdfc049..1b854bd362 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 8ddc2a817f..381bc499a6 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po index 6cc96e5e56..e640281250 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po index 94a2891c3d..08193d75fa 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po index ac6f899a2d..259890e5f8 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po index d7ff88bf68..16003c6cd3 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 82a5ccdf4c..cd2008dbed 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po index be2438988b..bc6ecf7364 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index cebd405143..dc8a2b91de 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po index 2e216f065f..41daf1306d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po index f9ce73af7f..077f98cce7 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 3c1c850e32..141e22e5da 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po index 349bf31586..c5c6f68ab5 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po index b652c6cb4b..23d77c9bd2 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 54126ee2c5..87fe6413cb 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po index e5c7382941..c291df3851 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po index aa3c6c3c2a..5bda2b70c0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po index 94b980e7fe..953f021b84 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 4866a0c265..d714b13c47 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/rotations.po index e7bef78afb..5f039e3555 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po index 705b12527f..7538a0a968 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po index 36a29e7552..42b300e8a0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 423332de90..7cf44b993c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index f5026b5f99..48702a92ad 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po index b4563c5389..0afc8f3f72 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po index bdfebcad59..7cce7a0162 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 569b073dab..c6f13ddacc 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po index f67af79d1a..aa4f3b475d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po index a2e5edef9a..6d3d3f57f4 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po index 80ea716616..4d5df1791c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 3b61c8067d..fdf1170a18 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po index 6a72e637b7..4dfa4a5f9e 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index f64ef71f81..b891723f18 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -95,7 +95,7 @@ msgstr "" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:80 msgid "Scene setup" -msgstr "" +msgstr "씬(Scene) 설정" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:82 msgid "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po index 58bd9a5085..10d9c75655 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po index f440a362d6..a191a4a5e2 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po index 51154af15d..2a48f228aa 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 453b4a5fb5..50002ea5d0 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 030728b7c6..472e2ddebc 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po index cbe5fdf5a8..6d512eb4ac 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po index 3f0a62711e..8d63d0736b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/services_for_ios.po index d029168021..a104f51f97 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index fa9b1930a2..ad2bc7b72d 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po index 472c1f9421..630bc008a8 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index e3bc2b1e75..b23cda21a5 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index b7c64d500a..3a59d1f915 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..4555ac0a07 --- /dev/null +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,434 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: ko\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +#, fuzzy +msgid "GDNative C++ example" +msgstr "GDNative / C++" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "소개" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "새 프로젝트 만들기" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +msgid "There are a few prerequisites you'll need:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "새 프로젝트 만들기" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +msgid "Compiling our plugin" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +msgid "Using your GDNative module" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 47be619291..651dc51747 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po index 94787b9a38..33c4b92300 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po index 5840f24cd3..5e55698104 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index d70f4df3bf..0516add30c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po index 53e545be8a..b49db02c2c 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_language.po index de2f8c375c..8fc8aa1e61 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po index 5149d1ae08..8cd2d7063b 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index edf7725bb0..998a5f0e23 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po index e5fa5132dd..38c9488282 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po index db8c16f094..c3617696cb 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po index b978b53891..6c67a49ced 100644 --- a/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/ko/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/about/faq.po b/sphinx/po/pl/LC_MESSAGES/about/faq.po index b610418e85..25300e7477 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/faq.po +++ b/sphinx/po/pl/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/about/index.po b/sphinx/po/pl/LC_MESSAGES/about/index.po index 3448b39b96..b5426fa717 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/index.po +++ b/sphinx/po/pl/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/about/introduction.po b/sphinx/po/pl/LC_MESSAGES/about/introduction.po index f0721176df..bf5e031451 100644 --- a/sphinx/po/pl/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/pl/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/channels.po b/sphinx/po/pl/LC_MESSAGES/community/channels.po index 453b0b0535..93599fa232 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/channels.po +++ b/sphinx/po/pl/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 6f51e13fb4..7776e0eef2 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po index 20a9485afb..b44889bb18 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index ebcc96ff29..575f95aa6e 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po index 6d5a7bca7c..d2ba36dbd1 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po index dbde308b70..2b815885a2 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po index af57475e90..a6017d5ccb 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po index f14701fa06..4cdf4269f1 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po index a8d692f490..1f4c2fae01 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/pl/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/index.po b/sphinx/po/pl/LC_MESSAGES/community/index.po index 3df7d7492c..3b89ac4787 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/index.po +++ b/sphinx/po/pl/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/resources.po b/sphinx/po/pl/LC_MESSAGES/community/resources.po index afd5f53583..77d2181fa3 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/resources.po +++ b/sphinx/po/pl/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/community/tutorials.po b/sphinx/po/pl/LC_MESSAGES/community/tutorials.po index 89fb2cead3..4165523021 100644 --- a/sphinx/po/pl/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/pl/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,3 +58,7 @@ msgid "" msgstr "" "`HeartBeast `_" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po index fac208ae33..4487326cd1 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po index 3f32269e34..a6062c935f 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po index 24f83c5937..c44ad3cc1f 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po index ef4744d314..265e9934c1 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po index 23ad790de3..b48be0cd98 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po index e6d81f66e5..2a3de0b5df 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po index 47865a62ec..9682c1d930 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po index e5f3356bca..515a6d2d57 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index a2fd053002..54be836b08 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po index 4206453c39..1f06f927cb 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po index 4cfa12590a..9db555ec7c 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index fb743bab35..a36f2cbf20 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/pl/LC_MESSAGES/development/compiling/packaging_godot.po index ade3e171dd..fae26f08b9 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/pl/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide.po index e7845ca890..d3a37ae97f 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po index 8c9ddb9ab1..a509589227 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/creating_android_modules.po index 888f66a3d3..be63d30db6 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po index c3dd4861bd..80036b0f17 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po index 9984b42f11..d7f9833440 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index f685c5c1e6..471be49503 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index acfb644418..a6d4329597 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po index f8e732b9cc..dd17ec2ec9 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 1ebef0a260..df9f288d2a 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index f3dda1d1b5..f8ac5ad07b 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po index ff36ec46bd..49d0576d9e 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po index f03d528245..6b8081b59d 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/pl/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po index 4293667046..1265a3aa7f 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/pl/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po index 5be37e1027..d672fc7ffa 100644 --- a/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/pl/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,400 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "Konfiguracja węzła" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +msgid "Skeleton" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +msgid "AnimationPlayer" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +msgid "ArrayMesh" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +msgid "arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +msgid "An example of ArrayMesh:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +msgid "path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:380 +msgid "interp" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +#, fuzzy +msgid "imported" +msgstr "Importer CSV" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +msgid "'transform'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:391 +msgid "'value'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +msgid "0 (constant)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 8943e65a4b..79e837e82a 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/editor/command_line_tutorial.rst:4 msgid "Command line tutorial" -msgstr "" +msgstr "Samouczek wiersza poleceń" #: ../../docs/getting_started/editor/command_line_tutorial.rst:8 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po index 1b7b02be9f..236286c076 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po index bc58bc823c..53a2a0deec 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/getting_started/editor/index.rst:2 msgid "Editor manual" -msgstr "" +msgstr "Instrukcja obsługi edytora" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 946cca1baf..7a78fd837c 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,6 +27,9 @@ msgid "" "Unity user, and aims to help you migrate your existing Unity experience into " "the world of Godot." msgstr "" +"Niniejszy przewodnik zawiera przegląd Godot Engine z punktu widzenia " +"użytkownika Unit i ma na celu pomóc w migracji istniejącego doświadczenia z " +"silnika Unity do świata Godota." #: ../../docs/getting_started/editor/unity_to_godot.rst:13 msgid "Differences" @@ -34,11 +37,11 @@ msgstr "Różnice" #: ../../docs/getting_started/editor/unity_to_godot.rst:16 msgid "Unity" -msgstr "" +msgstr "Unity" #: ../../docs/getting_started/editor/unity_to_godot.rst:16 msgid "Godot" -msgstr "" +msgstr "Godot" #: ../../docs/getting_started/editor/unity_to_godot.rst:18 msgid "License" @@ -48,26 +51,29 @@ msgstr "Licencja" msgid "" "Proprietary, closed, free license with revenue caps and usage restrictions" msgstr "" +"Własnościowa, zamknięta, darmowa licencja z limitami przychodów i " +"ograniczeniami w użytkowaniu" #: ../../docs/getting_started/editor/unity_to_godot.rst:18 msgid "MIT license, free and fully open source without any restriction" msgstr "" +"Licencja MIT, wolne i w pełni otwarte oprogramowanie bez żadnych ograniczeń" #: ../../docs/getting_started/editor/unity_to_godot.rst:20 msgid "OS (editor)" -msgstr "" +msgstr "System Operacyjny (edytor)" #: ../../docs/getting_started/editor/unity_to_godot.rst:20 msgid "Windows, macOS, Linux (unofficial and unsupported)" -msgstr "" +msgstr "Windows, MacOS, Linux (nieoficjalny i niewspierany)" #: ../../docs/getting_started/editor/unity_to_godot.rst:20 msgid "Windows, macOS, X11 (Linux, \\*BSD)" -msgstr "" +msgstr "Windows, macOS, X11 (Linux, \\*BSD)" #: ../../docs/getting_started/editor/unity_to_godot.rst:22 msgid "OS (export)" -msgstr "" +msgstr "System Operacyjny (gra)" #: ../../docs/getting_started/editor/unity_to_godot.rst:22 msgid "**Desktop:** Windows, macOS, Linux" @@ -75,7 +81,7 @@ msgstr "**Desktop:** Windows, macOS, Linux" #: ../../docs/getting_started/editor/unity_to_godot.rst:23 msgid "**Mobile:** Android, iOS, Windows Phone, Tizen" -msgstr "" +msgstr "**Mobilne:**Android, iOS, Windows Phone, Tizen" #: ../../docs/getting_started/editor/unity_to_godot.rst:24 msgid "**Web:** WebAssembly or asm.js" @@ -90,80 +96,84 @@ msgid "" "**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, " "HoloLens" msgstr "" +"**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, " +"HoloLens" #: ../../docs/getting_started/editor/unity_to_godot.rst:27 msgid "**TV:** Android TV, Samsung SMART TV, tvOS" -msgstr "" +msgstr "**TV:** Android TV, Samsung SMART TV, tvOS" #: ../../docs/getting_started/editor/unity_to_godot.rst:22 msgid "**Desktop:** Windows, macOS, X11" -msgstr "" +msgstr "**PC:** Windows, macOS, X11" #: ../../docs/getting_started/editor/unity_to_godot.rst:23 msgid "**Mobile:** Android, iOS" -msgstr "" +msgstr "**Mobilne:** Android, iOS" #: ../../docs/getting_started/editor/unity_to_godot.rst:24 msgid "**Web:** WebAssembly" -msgstr "" +msgstr "**Web:** WebAssembly" #: ../../docs/getting_started/editor/unity_to_godot.rst:25 msgid "**Console:** See :ref:`doc_consoles`" -msgstr "" +msgstr "**Konsola:** Patrz :ref:`doc_consoles`" #: ../../docs/getting_started/editor/unity_to_godot.rst:26 msgid "**VR:** Oculus Rift, SteamVR" -msgstr "" +msgstr "**VR:** Oculus Rift, SteamVR" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "Scene system" -msgstr "" +msgstr "System scen" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "Component/Scene (GameObject > Component)" -msgstr "" +msgstr "Komponent/Scena (Obiekt w grze > Komponent)" #: ../../docs/getting_started/editor/unity_to_godot.rst:30 msgid "Prefabs" -msgstr "" +msgstr "Prefaby" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "" ":ref:`Scene tree and nodes `, allowing scenes to be " "nested and/or inherit other scenes" msgstr "" +":ref:`Drzewo sceny i węzły`, umożliwiające " +"zagnieżdżenie scen i/lub dziedziczenie innych scen" #: ../../docs/getting_started/editor/unity_to_godot.rst:32 msgid "Third-party tools" -msgstr "" +msgstr "Obce narzędzia" #: ../../docs/getting_started/editor/unity_to_godot.rst:32 msgid "Visual Studio or VS Code" -msgstr "" +msgstr "Visual Studio lub VS Code" #: ../../docs/getting_started/editor/unity_to_godot.rst:32 msgid ":ref:`External editors are possible `" -msgstr "" +msgstr ":ref:`Możliwe są edytory zewnętrzne `" #: ../../docs/getting_started/editor/unity_to_godot.rst:33 msgid ":ref:`Android SDK for Android export `" -msgstr "" +msgstr ":ref:`Android SDK dla eksportu na Android `" #: ../../docs/getting_started/editor/unity_to_godot.rst:35 msgid "Killer features" -msgstr "" +msgstr "Wybitne elementy w programie" #: ../../docs/getting_started/editor/unity_to_godot.rst:35 msgid "Huge community" -msgstr "" +msgstr "Ogromna społeczność" #: ../../docs/getting_started/editor/unity_to_godot.rst:36 msgid "Large assets store" -msgstr "" +msgstr "Duży sklep zasobów do gry" #: ../../docs/getting_started/editor/unity_to_godot.rst:35 msgid "Scene System" -msgstr "" +msgstr "System scen" #: ../../docs/getting_started/editor/unity_to_godot.rst:36 msgid ":ref:`Animation Pipeline `" @@ -171,15 +181,15 @@ msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:37 msgid ":ref:`Easy to write Shaders `" -msgstr "" +msgstr ":ref:`Proste pisanie Shaderów `" #: ../../docs/getting_started/editor/unity_to_godot.rst:38 msgid "Debug on Device" -msgstr "" +msgstr "Debugowanie na urządzeniu" #: ../../docs/getting_started/editor/unity_to_godot.rst:45 msgid "The editor" -msgstr "" +msgstr "Edytor" #: ../../docs/getting_started/editor/unity_to_godot.rst:47 msgid "" @@ -187,12 +197,17 @@ msgid "" "games. The pictures below display both editors with colored blocks to " "indicate common functionalities." msgstr "" +"Godot Engine udostępnia bogaty edytor, który umożliwia tworzenie gier. " +"Poniższe ilustracje przedstawiają oba edytory z kolorowymi blokami, aby " +"wskazać wspólne funkcjonalności." #: ../../docs/getting_started/editor/unity_to_godot.rst:53 msgid "" "Note that Godot editor allows you to dock each panel at the side of the " "scene editor you wish." msgstr "" +"Zauważ, że edytor Godot umożliwia zadokowanie każdego panelu, po obu " +"stronach edytora sceny." #: ../../docs/getting_started/editor/unity_to_godot.rst:55 msgid "" @@ -202,6 +217,12 @@ msgid "" "format, and no metadata. All this contributes to Godot being much friendlier " "to VCS systems such as Git, Subversion or Mercurial." msgstr "" +"Oba edytory mogą wydawać się podobne, ale pod maską skrywają wiele różnic. " +"Obydwa pozwalają zorganizować projekt przy użyciu systemu plików, ale " +"podejście Godota jest prostsze, z pojedynczym plikiem konfiguracyjnym, " +"minimalistycznym formatem tekstu i brakiem metadanych. Wszystko to sprawia, " +"że Godot jest znacznie bardziej przyjazny dla systemów VCS takich jak Git, " +"Subversion czy Mercurial." #: ../../docs/getting_started/editor/unity_to_godot.rst:57 msgid "" @@ -210,6 +231,10 @@ msgid "" "descriptive. In other words, it's easier to understand what a specific scene " "does at a glance." msgstr "" +"Panel sceny Godota jest podobny do panelu hierarchii w Unity, ale ponieważ " +"każdy węzeł ma określoną funkcję, podejście użyte przez Godota jest opisane " +"bardziej wizualnie. Innymi słowy, łatwiej jest zrozumieć, co konkretna scena " +"robi na pierwszy rzut oka." #: ../../docs/getting_started/editor/unity_to_godot.rst:59 msgid "" @@ -220,6 +245,13 @@ msgid "" "visually, so changing colors, textures, enumerations or even links to " "resources in real-time is possible without involving code." msgstr "" +"Inspektor w Godocie jest bardziej minimalistyczny i ma za zadanie jedynie " +"pokazywać właściwości. Dzięki temu obiekty mogą eksportować większą ilość " +"użytecznych parametrów do użytkownika, bez konieczności ukrywania " +"funkcjonalności w językach API. Dodatkowo, Godot umożliwia wizualną animację " +"każdej z tych właściwości, dzięki czemu możliwa jest zmiana kolorów, " +"tekstur, wyliczeń, a nawet linków do zasobów w czasie rzeczywistym bez " +"konieczności stosowania kodu." #: ../../docs/getting_started/editor/unity_to_godot.rst:61 msgid "" @@ -236,12 +268,17 @@ msgid "" "displaying collision gizmos in the running game is already possible), but in " "exchange has several advantages:" msgstr "" +"Takie podejście ma tę wadę, że gra nie może być wystarczająco dobrze " +"sprawdzona(choć może to być wspierane w przyszłości, a wyświetlanie kolizji " +"w uruchomionej grze jest już możliwe), ale w zamian ma kilka zalet:" #: ../../docs/getting_started/editor/unity_to_godot.rst:65 msgid "" "Running the project and closing it is fast (Unity has to save, run the " "project, close the project and then reload the previous state)." msgstr "" +"Uruchamianie i zamykanie projektu jest szybkie (Unity musi zapisać, " +"uruchomić projekt, zamknąć projekt, a następnie załadować poprzedni stan)." #: ../../docs/getting_started/editor/unity_to_godot.rst:66 msgid "" @@ -250,10 +287,16 @@ msgid "" "when the game is closed. This allows fantastic workflows, like creating " "levels while you play them." msgstr "" +"Edycja na żywo jest o wiele bardziej przydatna, ponieważ zmiany dokonane w " +"edytorze wchodzą w życie natychmiast w grze i nie są tracone (ani nie muszą " +"być zsynchronizowane) po zamknięciu gry. Pozwala to na np. tworzenie " +"poziomów podczas ich odtwarzania." #: ../../docs/getting_started/editor/unity_to_godot.rst:67 msgid "The editor is more stable, because the game runs in a separate process." msgstr "" +"Edytor jest bardziej stabilny, ponieważ gra odtwarza się w oddzielnym " +"procesie." #: ../../docs/getting_started/editor/unity_to_godot.rst:69 msgid "" @@ -261,22 +304,30 @@ msgid "" "make it simple to deploy to a device (connected phone, tablet or browser via " "HTML5), and debug/live edit on it after the game was exported." msgstr "" +"Na górnym pasku narzędzi znajduje się również menu do zdalnego debugowania. " +"Opcje te ułatwia przesłanie gry na urządzenie (telefon, tablet lub " +"przeglądarka poprzez HTML5) i edycję debugowania/edycji na żywo po " +"wyeksportowaniu gry." #: ../../docs/getting_started/editor/unity_to_godot.rst:72 msgid "The scene system" -msgstr "" +msgstr "System sceny" #: ../../docs/getting_started/editor/unity_to_godot.rst:74 msgid "" "This is the most important difference between Unity and Godot, and actually " "the favourite feature of most Godot users." msgstr "" +"Jest to najważniejsza różnica pomiędzy Unity i Godotem, a ulubioną cechą " +"większości użytkowników Godot." #: ../../docs/getting_started/editor/unity_to_godot.rst:76 msgid "" "Unity's scene system consist in embedding all the required assets in a " "scene, and link them together by setting components and scripts to them." msgstr "" +"System sceny Unity polega na osadzeniu wszystkich wymaganych zasobów w " +"scenie i połączeniu ich poprzez ustawienie komponentów i skryptów." #: ../../docs/getting_started/editor/unity_to_godot.rst:78 msgid "" @@ -286,28 +337,36 @@ msgid "" "children, which make each a subscene of the main scene. This means you can " "compose a whole scene with different scenes, stored in different files." msgstr "" +"System scen Godota jest inny: w rzeczywistości składa się z drzewa " +"zbudowanego z węzłów. Każdy węzeł spełnia swoją rolę: Sprite, Mesh, Light... " +"Zasadniczo jest to system podobny do systemu scen w Unity. Jednak każdy " +"węzeł może mieć więcej niż jedno dziecko, co sprawia, że każdy z nich jest " +"podsceną sceny głównej. Oznacza to, że można utworzyć całą scenę z różnymi " +"scenami, przechowywaną w różnych plikach." #: ../../docs/getting_started/editor/unity_to_godot.rst:80 msgid "" "For example, think of a platformer level. You would compose it with multiple " "elements:" msgstr "" +"Na przykład, pomyśl o poziomie z gry platformowej. Można go skomponować z " +"wielu elementów:" #: ../../docs/getting_started/editor/unity_to_godot.rst:82 msgid "Bricks" -msgstr "" +msgstr "Cegły" #: ../../docs/getting_started/editor/unity_to_godot.rst:83 msgid "Coins" -msgstr "" +msgstr "Monety" #: ../../docs/getting_started/editor/unity_to_godot.rst:84 msgid "The player" -msgstr "" +msgstr "Gracz" #: ../../docs/getting_started/editor/unity_to_godot.rst:85 msgid "The enemies" -msgstr "" +msgstr "Wrogowie" #: ../../docs/getting_started/editor/unity_to_godot.rst:88 msgid "" @@ -318,16 +377,23 @@ msgid "" "level: for example, you'd add a BoxCollider2D to all the elements of the " "scene so that they can collide. This principle is different in Godot." msgstr "" +"W Unity, można umieścić wszystkie obiekty gry(GameObjects) na scenie: gracz, " +"wiele instancji wrogów, cegły tworzące grunt i wiele instancji monet na " +"całym poziomie. Następnie do każdego elementu można dodać różne komponenty, " +"aby je połączyć: na przykład do wszystkich elementów sceny można dodać " +"BoxCollider2D, aby mogły się zderzać. Zasada ta jest odmienna u Godota." #: ../../docs/getting_started/editor/unity_to_godot.rst:90 msgid "" "In Godot, you would split your whole scene into 3 separate, smaller scenes, " "which you would then instance in the main scene." msgstr "" +"W Godot podzieliłbyś całą scenę na 3 mniejsze, oddzielne sceny, które można " +"by potem były instancjowane w głównej scenie." #: ../../docs/getting_started/editor/unity_to_godot.rst:92 msgid "**First, a scene for the Player alone.**" -msgstr "" +msgstr "** Po pierwsze, scena dla gracza.**" #: ../../docs/getting_started/editor/unity_to_godot.rst:94 msgid "" @@ -335,10 +401,14 @@ msgid "" "one node in particular: an AnimatedSprite node, which contains the sprite " "textures to form various animations (for example, walking animation)" msgstr "" +"Rozważ również gracza jako element wielokrotnego użytku na innych poziomach. " +"Składa się on w szczególności z jednego węzła: węzła AnimatedSprite, który " +"zawiera teksturę sprite, tworzącą różne animacje (na przykład animację " +"chodzenia)" #: ../../docs/getting_started/editor/unity_to_godot.rst:96 msgid "**Second, a scene for the Enemy.**" -msgstr "" +msgstr "**Po drugie, scena dla wrogów.**" #: ../../docs/getting_started/editor/unity_to_godot.rst:98 msgid "" @@ -346,10 +416,14 @@ msgid "" "the same as the Player node - the only differences are the script (that " "manages AI, mostly) and sprite textures used by the AnimatedSprite." msgstr "" +"Również wróg jest elementem wielokrotnego użytku na innych poziomach. Jest " +"prawie taki sam jak węzeł gracza - jedyną różnicą jest skrypt (który " +"zarządza głównie sztuczną inteligencją) i sprity używane przez " +"AnimatedSprite." #: ../../docs/getting_started/editor/unity_to_godot.rst:100 msgid "**Lastly, the Level scene.**" -msgstr "" +msgstr "**Na koniec, scena poziomu**" #: ../../docs/getting_started/editor/unity_to_godot.rst:102 msgid "" @@ -360,6 +434,11 @@ msgid "" "the Level scene tree. Of course, you can set different properties for each " "enemy node (to change its color for example)." msgstr "" +"Składa się z Cegieł (platformy), Monet (zbieranych przez gracza) i pewnej " +"liczby instancji sceny wroga. Będą to wrogowie, których zachowanie i wygląd " +"będą takie same jak w ich scenie źródłowej. Każda instancja jest wówczas " +"traktowana jako węzeł w drzewie sceny Level. Oczywiście możesz ustawić różne " +"właściwości dla każdego węzła wroga (na przykład zmienić jego kolor)." #: ../../docs/getting_started/editor/unity_to_godot.rst:104 msgid "" @@ -563,10 +642,15 @@ msgid "" "This feature is documented `here <../scripting/gdscript/gdscript_basics." "html#signals>`_." msgstr "" +"Ale to nie wszystko! Niektóre węzły wysyłają sygnały, gdy pewne działania " +"mają miejsce. Sygnały te można podłączyć w celu wywołania określonej " +"funkcji. Należy pamiętać, że można zdefiniować własne sygnały i wysyłać je w " +"dowolnym czasie. Ta cecha jest udokumentowana `tutaj <../scripting/gdscript/" +"gdscript_basics.html#signals>`_." #: ../../docs/getting_started/editor/unity_to_godot.rst:180 msgid "Using Godot in C++" -msgstr "" +msgstr "Używanie C++ w Godot" #: ../../docs/getting_started/editor/unity_to_godot.rst:182 msgid "" @@ -575,9 +659,16 @@ msgid "" "an example, you can consider Godot Engine's editor as a \"game\" written in C" "++ using Godot API." msgstr "" +"Godot pozwala również na opracowanie projektu bezpośrednio w C++ za pomocą " +"jego API, co w chwili obecnej nie jest możliwe w przypadku Unity. Jako " +"przykład, można rozważyć edytor Godot Engine jako \"grę\" napisaną w C++ za " +"pomocą Godot API." #: ../../docs/getting_started/editor/unity_to_godot.rst:184 msgid "" "If you are interested in using Godot in C++, you may want to start reading " "the :ref:`Developing in C++ ` page." msgstr "" +"Jeśli jesteś zainteresowany wykorzystaniem Godota w C++, możesz chcieć " +"rozpocząć czytanie :ref:`Developing in C++ " +"`." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 99d4f45c68..15786a1a90 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -266,5 +266,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 8f187a7700..5b6b9015c1 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 3723cd8ddf..fc557aa475 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 2c48820ca7..116e2c18ee 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 5af256eed4..cfbbcc8f11 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index a83d6031cc..071c1bf7d3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 47319521e2..c410e1f8cd 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -797,58 +797,68 @@ msgid "" "2D vector type containing ``x`` and ``y`` fields. Can also be accessed as " "array." msgstr "" +"Wektor w przestrzeni 2D zawiera pola ``x`` i ``y``. Dostępny jest również " +"jako tablica." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:383 msgid ":ref:`Rect2 `" -msgstr "" +msgstr ":ref:`Rect2 `" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:385 msgid "" "2D Rectangle type containing two vectors fields: ``position`` and ``size``. " "Alternatively contains an ``end`` field which is ``position+size``." msgstr "" +"Typ prostokątny 2D zawierający dwa pola wektorowe: ``position`` i ``size``. " +"Alternatywnie zawiera pole ``end``, które jest ``position+size``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:389 msgid ":ref:`Vector3 `" -msgstr "" +msgstr ":ref:`Vector3 `" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:391 msgid "" "3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be " "accessed as an array." msgstr "" +"Wektor w przestrzeni trójwymiarowej(3D) zawiera pola ``x``, ``y`` i ``z``. " +"Dostęp do tej funkcji jest również możliwy w postaci tablicy." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:395 msgid ":ref:`Transform2D `" -msgstr "" +msgstr ":ref:`Transform2D `" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:397 msgid "3x2 matrix used for 2D transforms." -msgstr "" +msgstr "Macierz 3x2 stosowana do przekształceń 2D." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:400 msgid ":ref:`Plane `" -msgstr "" +msgstr ":ref:`Plane `" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:402 msgid "" "3D Plane type in normalized form that contains a ``normal`` vector field and " "a ``d`` scalar distance." msgstr "" +"3D Plane w znormalizowanej formie, który zawiera pole wektorowe ``normal`` " +"i długość skalarną ``d``." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:406 msgid ":ref:`Quat `" -msgstr "" +msgstr ":ref:`Quat `" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:408 msgid "" "Quaternion is a datatype used for representing a 3D rotation. It's useful " "for interpolating rotations." msgstr "" +"Quaternion jest to typ danych używany do reprezentowania obrotu w 3D. Jest " +"przydatny do interpolacji obrotu." #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:412 msgid ":ref:`AABB `" -msgstr "" +msgstr ":ref:`AABB `" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:414 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index ee78caf79c..6528baccfc 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 00c636ed77..2cddfa3019 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po index d8c821f91e..4905e8e3d8 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po index c7ad0c2aaa..275bd2aa08 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index b98755d988..b071134112 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po index ec799e780b..9ce3f946fa 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 8e418fae90..f03621eb98 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 42099e7379..59a0577746 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po index 0d45988fe4..40e274d648 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po index 7468dfa51e..7bd3845f42 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,12 +45,18 @@ msgid "" "a variety of platforms. First, however, we need to make some changes to the " "way the game works." msgstr "" +"Sposób eksportowania gry zależy od platformy, na którą planujesz wydać ją. W " +"tym samouczku dowiesz się jak eksportować grę \"Dodge the Creeps\" na różne " +"platformy. Najpierw jednak musimy dokonać pewnych zmian w sposobie działania " +"gry." #: ../../docs/getting_started/step_by_step/exporting.rst:19 msgid "" "If you haven't made \"Dodge the Creeps\" yourself yet, please read :ref:" "`doc_your_first_game` before continuing with this tutorial." msgstr "" +"Jeśli jeszcze nie stworzyłeś \"Dodge the Creeps\", przeczytaj :ref:" +"`doc_your_first_game` zanim przejdziesz do tego samouczka." #: ../../docs/getting_started/step_by_step/exporting.rst:23 #, fuzzy @@ -65,6 +71,11 @@ msgid "" "event can be treated the same as a touch event, we'll convert the game to a " "click-and-move input style." msgstr "" +"W \"Dodge the Creeps\" użyliśmy klawiszy sterujących do poruszania postacią " +"gracza. Jest to w porządku, jeśli grasz na platformie PC, ale na telefonie " +"lub tablecie musisz obsługiwać ekrany dotykowe. Ponieważ zdarzenie " +"kliknięcia może być traktowane jak zdarzenie dotyku, przekonwertujemy grę do " +"stylu kliknij i porusz." #: ../../docs/getting_started/step_by_step/exporting.rst:31 msgid "" @@ -74,12 +85,20 @@ msgid "" "computer without a touchscreen. Also, make sure to select \"portrait\" under " "*Orientation*." msgstr "" +"Pierwszym krokiem jest otwarcie okna \"Ustawienia projektu\" i odnalezienie " +"sekcji *Handheld*. Włącz opcję *Emulate Touchscreen*. Umożliwia to " +"traktowanie zdarzeń klikanych myszką tak samo, jak zdarzeń dotykowych, " +"dzięki czemu można przetestować grę na komputerze bez ekranu dotykowego. " +"Upewnij się również, że w *Orientation* zaznaczono opcję \"portrait\"." #: ../../docs/getting_started/step_by_step/exporting.rst:36 msgid "" "In the *Stretch* section, set *Mode* to \"2d\" and *Aspect* to \"keep\". " "This ensures that the game scales consistently on different sized screens." msgstr "" +"W sekcji *Stretch* ustaw *Mode* na \"2d\", a *Aspect* na \"Keep\". " +"Gwarantuje to, że gra będzie skalowana spójnie na ekranach o różnych " +"rozmiarach." #: ../../docs/getting_started/step_by_step/exporting.rst:41 msgid "" @@ -87,16 +106,21 @@ msgid "" "We'll remove the key inputs and make the player move towards a \"target\" " "that's set by the touch (or click) event." msgstr "" +"Następnie musimy zmodyfikować skrypt ``Player.gd`` aby zmienić metodę " +"wprowadzania danych. Usuniemy przyciski wejściowe i sprawimy, że gracz " +"przejdzie do \"celu\", który jest ustawiany przez dotknięcie (lub " +"kliknięcie)." #: ../../docs/getting_started/step_by_step/exporting.rst:45 msgid "" "Here is the full script for the player, with comments noting what we've " "changed:" msgstr "" +"Oto pełny skrypt dla gracza, z komentarzami wskazującymi co się zmieniło:" #: ../../docs/getting_started/step_by_step/exporting.rst:122 msgid "Export Templates" -msgstr "" +msgstr "Szablony do eksportu" #: ../../docs/getting_started/step_by_step/exporting.rst:124 msgid "" @@ -156,17 +180,20 @@ msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:160 msgid "Exporting by Platform" -msgstr "" +msgstr "Eksportowanie w zależności od platformy" #: ../../docs/getting_started/step_by_step/exporting.rst:162 msgid "" "In this section, we'll walk through the process for each platform, including " "any additional software or requirements you'll need." msgstr "" +"W tym dziale przejdziemy przez proces dla każdej platformy, włącznie z " +"dodatkowym oprogramowaniem lub wymaganiami każdej z nich, których będziesz " +"potrzebował." #: ../../docs/getting_started/step_by_step/exporting.rst:166 msgid "PC (Linux/MacOS/Windows)" -msgstr "" +msgstr "PC (Linux/MacOS/Windows)" #: ../../docs/getting_started/step_by_step/exporting.rst:168 msgid "" @@ -175,10 +202,14 @@ msgid "" "you want to make. Then click \"Export Project\" and choose a name and " "destination folder. Choose a location *outside* of your project folder." msgstr "" +"Eksportowanie na PC działa tak samo w trzech obsługiwanych systemach " +"operacyjnych. Otwórz okno eksportu i kliknij \"Dodaj...\". Następnie kliknij " +"\"Eksportuj projekt\" i wybierz nazwę oraz folder docelowy. Wybierz " +"lokalizację *na zewnątrz* folderu projektu." #: ../../docs/getting_started/step_by_step/exporting.rst:173 msgid "Click \"Save\" and the engine will build the export files." -msgstr "" +msgstr "Kliknij Zapisz, a silnik wyeksportuje projekt." #: ../../docs/getting_started/step_by_step/exporting.rst:175 msgid "" @@ -187,6 +218,10 @@ msgid "" "either case, the compressed file contains a MacOS `.app` that you can double-" "click and run." msgstr "" +"Podczas eksportowania do systemu MacOS, jeśli eksportujesz na komputerze " +"MacOS, otrzymasz plik `.dmg`, podczas gdy używanie Linuksa lub Windows " +"powoduje utworzenie pliku `.zip`. W obu przypadkach skompresowany plik " +"zawiera aplikację MacOS `.app`, którą można dwukrotnie kliknąć i uruchomić." #: ../../docs/getting_started/step_by_step/exporting.rst:180 msgid "" @@ -194,6 +229,9 @@ msgid "" "than the default one, you need to change it manually. See: :ref:" "`doc_changing_application_icon_for_windows`." msgstr "" +"W systemie Windows, jeśli chcesz, aby wyeksportowany plik wykonywalny miał " +"inną ikonę niż domyślna, musisz ręcznie ją zmienić. Patrz: :ref:" +"`doc_changing_application_icon_for_windows`." #: ../../docs/getting_started/step_by_step/exporting.rst:185 msgid "Android" @@ -206,21 +244,28 @@ msgid "" "art than science, and you may need to do some experimenting and searching " "for help in order to get everything working." msgstr "" +"Urządzenia mobilne mają wiele różnych konfiguracji. W większości przypadków, " +"ustawienia domyślne Godota będą działać, ale rozwój mobilny jest czasami " +"bardziej sztuką niż nauką i być może będziesz musiał zrobić kilka " +"eksperymentów i szukać pomocy, aby wszystko działało." #: ../../docs/getting_started/step_by_step/exporting.rst:193 msgid "" "Before you can export your project for Android, you must download the " "following software:" msgstr "" +"Zanim będziesz mógł wyeksportować swój projekt dla systemu Android, musisz " +"pobrać następujące oprogramowanie:" #: ../../docs/getting_started/step_by_step/exporting.rst:196 msgid "Android SDK: https://developer.android.com/studio/" -msgstr "" +msgstr "Android SDK: https://developer.android.com/studio/" #: ../../docs/getting_started/step_by_step/exporting.rst:197 msgid "" "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html" msgstr "" +"Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html" #: ../../docs/getting_started/step_by_step/exporting.rst:199 msgid "" @@ -228,12 +273,18 @@ msgid "" "Manager* and install \"Android SDK Platform Tools\". This installs the `adb` " "command-line tool that Godot uses to communicate with your device." msgstr "" +"Przy pierwszym uruchomieniu Android Studio kliknij *Configure -> SDK " +"Manager* i zainstaluj \"Android SDK Platform Tools\". To zainstaluje " +"narzędzie wiersza poleceń `adb` używane przez Godota do komunikowania się z " +"urządzeniem." #: ../../docs/getting_started/step_by_step/exporting.rst:203 msgid "" "Next, create a debug keystore with by running the following command on your " "system's command line:" msgstr "" +"Następnie utwórz debug keystore, uruchamiając poniższe polecenie w wierszu " +"poleceń systemu:" #: ../../docs/getting_started/step_by_step/exporting.rst:210 msgid "" @@ -242,24 +293,35 @@ msgid "" "applications on your system and the location of the keystore you just " "created." msgstr "" +"Kliknij na *Edytor -> Ustawienia edytora* i wybierz sekcję *Export/Android*. " +"Tutaj musisz ustawić ścieżki do aplikacji Android SDK w swoim systemie i " +"lokalizację właśnie utworzonego keystore." #: ../../docs/getting_started/step_by_step/exporting.rst:216 msgid "" "Now you're ready to export. Click on *Project -> Export* and add a preset " "for Android (see above)." msgstr "" +"Teraz jesteś gotowy do eksportu. Kliknij *Projekt -> Eksportuj* i dodaj " +"predefiniowane ustawienia dla systemu Android (zobacz powyżej)." #: ../../docs/getting_started/step_by_step/exporting.rst:219 msgid "" "Click the \"Export Project\" button and Godot will build an APK you can " "download on your device. To do this on the command line, use the following:" msgstr "" +"Kliknij przycisk \"Eksportuj projekt\", a Godot zbuduje APK, który możesz " +"pobrać na twoje urządzenie. Aby to zrobić w wierszu poleceń, użyj " +"następujących opcji:" #: ../../docs/getting_started/step_by_step/exporting.rst:226 msgid "" "Your device may need to be in *developer mode*. Consult your device's " "documentation for details." msgstr "" +"Możliwe że urządzenie będzie potrzebowało włączonego trybu *Opcje " +"Programistyczne*. Szczegółowe informacje można znaleźć w dokumentacji " +"urządzenia." #: ../../docs/getting_started/step_by_step/exporting.rst:229 msgid "" @@ -273,6 +335,8 @@ msgid "" "Clicking this button builds the APK and copies it onto your device in one " "step." msgstr "" +"Kliknięcie tego przycisku spowoduje utworzenie APK i skopiowanie go do " +"urządzenia w jednym kliknięciem." #: ../../docs/getting_started/step_by_step/exporting.rst:237 msgid "iOS" @@ -283,6 +347,8 @@ msgid "" "In order to build your game for iOS, you must have a computer running MacOS " "with Xcode installed." msgstr "" +"Aby zbudować swoją grę dla iOS, musisz mieć komputer MacOS z zainstalowanym " +"Xcode." #: ../../docs/getting_started/step_by_step/exporting.rst:242 msgid "" @@ -291,20 +357,27 @@ msgid "" "can find by logging in to your Apple developer account and looking in the " "\"Membership\" section." msgstr "" +"Przed wyeksportowaniem są pewne ustawienia, które *musisz* wprowadzić, aby " +"projekt został wyeksportowany pomyślnie. Najpierw \"App Store Team Id\", " +"który możesz znaleźć logując się na swoje konto dewelopera Apple i " +"przeglądając sekcję \"Membership\"." #: ../../docs/getting_started/step_by_step/exporting.rst:246 msgid "You must also provide icons and splash screen images as shown below:" msgstr "" +"Należy również ustawić ikonę oraz ekran startowy, jak pokazano poniżej:" #: ../../docs/getting_started/step_by_step/exporting.rst:250 msgid "Click \"Export Project\" and select a destination folder." -msgstr "" +msgstr "Kliknij \"Eksportuj projekt\" i wybierz folder docelowy." #: ../../docs/getting_started/step_by_step/exporting.rst:252 msgid "" "Once you have successfully exported the project, you'll find the following " "folders and files have been created in your selected location:" msgstr "" +"Po pomyślnym wyeksportowaniu projektu w wybranym miejscu zostaną utworzone " +"następujące foldery i pliki:" #: ../../docs/getting_started/step_by_step/exporting.rst:257 msgid "" @@ -312,22 +385,29 @@ msgid "" "build procedure is beyond the scope of this tutorial. See https://help.apple." "com/xcode/mac/current/#/devc8c2a6be1 for more information." msgstr "" +"Możesz teraz otworzyć projekt w Xcode i zbudować projekt dla iOS. Procedura " +"tworzenia w Xcode jest poza zakresem tego samouczka. Więcej informacji można " +"znaleźć na stronie https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 ." #: ../../docs/getting_started/step_by_step/exporting.rst:263 msgid "HTML5 (web)" -msgstr "" +msgstr "HTML5 (web)" #: ../../docs/getting_started/step_by_step/exporting.rst:265 msgid "" "Click \"Export Project\" on the HTML5 preset. We don't need to change any of " "the default settings." msgstr "" +"Kliknij \"Eksportuj projekt\" w HTML5. Nie musimy zmieniać żadnych ustawień " +"domyślnych." #: ../../docs/getting_started/step_by_step/exporting.rst:268 msgid "" "When the export is complete, you'll have a folder containing the following " "files:" msgstr "" +"Po zakończeniu eksportu zostanie wyświetlony folder zawierający następujące " +"pliki:" #: ../../docs/getting_started/step_by_step/exporting.rst:273 msgid "" @@ -336,6 +416,11 @@ msgid "" "you don't have one set up on your computer, you can use Google to find " "suggestions for your specific OS." msgstr "" +"Uruchomienie pliku `.html` w przeglądarce pozwala grać w grę. Plik nie może " +"być jednak otwierany bezpośrednio, musi być obsługiwany przez serwer WWW. " +"Jeśli nie masz jego konfiguracji na swoim komputerze, możesz skorzystać z " +"Google, aby znaleźć sugestie dotyczące Twojego konkretnego systemu " +"operacyjnego." #: ../../docs/getting_started/step_by_step/exporting.rst:278 msgid "" @@ -343,6 +428,9 @@ msgid "" "have to wait a few moments while the game loads before you see the start " "screen." msgstr "" +"Wskaż przeglądarce na adres URL, pod którym umieściłeś plik html. Być może " +"będziesz musiał poczekać kilka chwil podczas ładowania się gry, zanim " +"zobaczysz ekran startowy." #: ../../docs/getting_started/step_by_step/exporting.rst:283 msgid "" @@ -350,6 +438,9 @@ msgid "" "can disable it by setting \"Export With Debug\" off when you export the " "project." msgstr "" +"Okno konsoli pod grą poinformuje, kiedy coś pójdzie nie tak. Możesz go " +"wyłączyć, ustawiając opcję \"Eksportuj z Debugowaniem\" na wyłączony przy " +"eksportowaniu projektu." #: ../../docs/getting_started/step_by_step/exporting.rst:286 msgid "" @@ -359,3 +450,8 @@ msgid "" "bugs you find at the `Godot Github repository `_." msgstr "" +"Obsługa WASM przez przeglądarkę nie jest zbyt rozpowszechniona. Firefox i " +"Chrome obsługują go, ale nadal mogą znajdować się rzeczy, które nie " +"działają. Upewnij się, że zaktualizowałeś swoją przeglądarkę do najnowszej " +"wersji i zgłosiłeś wszelkie błędy na które się natknąłeś, które znajdziesz w " +"repozytorium `Godot Github ``_." diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 3217d1ac5f..7735719709 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index f74f54b187..1c98f3cc99 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:4 msgid "Godot’s design philosophy" -msgstr "" +msgstr "Godot - filozofia projektowania" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:6 msgid "Now that you've gotten your hands wet, let's talk about Godot's design." @@ -32,6 +32,10 @@ msgid "" "leads to different workflows and different ways to form your games’ " "structures. This all stems from their respective design philosophies." msgstr "" +"**Wszystkie silniki do gier różnią się i nadają się do różnych projektów ** " +"Oferują one nie tylko szereg funkcji, ale również unikalną konstrukcję " +"każdego silnika. Prowadzi to do różnych sposobów formowania struktur gier. " +"Wszystko to wynika z filozofii ich projektowania." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:11 msgid "" @@ -41,12 +45,19 @@ msgid "" "you need to try it out for yourself and understand its design and " "limitations." msgstr "" +"Ta strona ma pomóc Ci zrozumieć, jak działa Godot, zaczynając od niektórych " +"jego głównych filarów. Nie jest to lista dostępnych funkcji, ani porównanie " +"silnika. Aby wiedzieć, czy którykolwiek z silników może być odpowiedni do " +"twojego projektu, musisz wypróbować go na własną rękę i zrozumieć jego " +"konstrukcję oraz ograniczenia." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:17 msgid "" "Please watch `Discover Godot 3, the Free game engine `_ if you're looking for an overview of the engine's features." msgstr "" +"Zobacz `Discover Godot 3, the Free game engine `_ , jeśli szukasz przeglądu funkcji Godota." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:20 msgid "Object-oriented design and composition" @@ -58,6 +69,10 @@ msgid "" "system and Node hierarchy. It tries to stay away from strict programming " "patterns to offer an intuitive way to structure your game." msgstr "" +"Godot, dzięki elastycznemu systemowi scen i hierarchii węzłów, opiera się na " +"projektowaniu zorientowanym obiektowo. Próbuje trzymać się z dala od " +"ścisłych wzorców programowania, aby zaoferować intuicyjny sposób tworzenia " +"struktur gier." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:26 msgid "" @@ -70,7 +85,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:33 msgid "On top of that, you can **inherit** from any scene." -msgstr "" +msgstr "Ponadto można **dziedziczyć** z każdej sceny." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:35 msgid "" @@ -79,6 +94,10 @@ msgid "" "you’re free to design it by using the editor, using only the code, or mixing " "and matching the two." msgstr "" +"Scena Godota może być bronią, postacią, przedmiotem, drzwiami, poziomem, " +"częścią poziomu... wszystkim, czym chcesz. Działa jak klasa w czystym " +"kodzie, z wyjątkiem tego, że możesz ją zaprojektować za pomocą edytora, " +"używając tylko kodu." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:40 msgid "" @@ -88,6 +107,11 @@ msgid "" "update as well. It helps you build your projects so that their structure " "matches the game’s design." msgstr "" +"Różni się on od preafabów, które można znaleźć w wielu silnikach 3D, " +"ponieważ możesz dziedziczyć i rozszerzać te sceny. Możesz utworzyć Magika, " +"która rozszerzy twoją postać Człowiek. Zmodyfikuj Człowieka w edytorze, a " +"Magik również go zaktualizuje. Pomaga to w budowaniu projektów tak, aby ich " +"struktura odpowiadała projektowi gry." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:46 msgid "|image0|" @@ -100,6 +124,11 @@ msgid "" "from their parents up to the Node class. Although the engine does feature " "components like collision shapes, they’re the exception, not the norm." msgstr "" +"Zauważ też, że Godot oferuje wiele odmiennych typów obiektów zwanych " +"węzłami, każdy o określonym przeznaczeniu. Węzły są częścią drzewa i zawsze " +"dziedziczą od swoich rodziców aż do klasy Node(Węzeł). Chociaż silnik " +"posiada elementy takie jak obszar kolizji(collision shape), są one " +"wyjątkiem, a nie normą." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:54 msgid "|image1|" @@ -111,10 +140,13 @@ msgid "" "features of its three parent classes, like transforms or the ability to draw " "custom shapes and render with a custom shader." msgstr "" +"Sprite to Node2D, CanvasItem i Node. Posiada wszystkie właściwości i cechy " +"trzech klas rodzicielskich, takie jak transformacje lub możliwość rysowania " +"niestandardowych kształtów i renderowania za pomocą niestandardowego shadera." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:61 msgid "All-inclusive package" -msgstr "" +msgstr "Pakiet all-inclusive" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:63 msgid "" @@ -123,6 +155,10 @@ msgid "" "shader editor, a debugger, a profiler, the ability to hot-reload locally and " "on remote devices, etc." msgstr "" +"Godot stara się dostarczać własne narzędzia na podstawowe zadania. Posiada " +"dedykowany obszar roboczy do skryptów, edytor animacji, edytor tilemap, " +"edytor shaderów, debugger, profiler, możliwość ładowania gry lokalnie i na " +"zdalnych urządzeniach itp." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:68 msgid "|image2|" @@ -135,6 +171,10 @@ msgid "" "import plugin for it. Or you can create one, like the `Tiled Map Importer " "`__." msgstr "" +"Celem jest zaoferowanie pełnego pakietu do tworzenia gier dla użytkowników. " +"Możesz nadal pracować z programami zewnętrznymi, pod warunkiem, że jest do " +"nich zaimportowana wtyczka. Możesz też taką utworzyć, na przykład `Tiled Map " +"Importer `__." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:75 msgid "" @@ -143,6 +183,9 @@ msgid "" "developers and game designers, and they’re tightly integrated in the engine " "and the editor." msgstr "" +"To również częściowo dlatego Godot oferuje własne języki programowania " +"GDscript i VisualScript, wraz z C#. Są one przeznaczone dla programistów i " +"projektantów gier i są ściśle zintegrowane z silnikiem i edytorem." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:80 msgid "" @@ -150,6 +193,10 @@ msgid "" "types and offers a static-language's quality of auto-completion. It is also " "optimized for gameplay code with built-in types like Vectors and Colors." msgstr "" +"GDscript umożliwia pisanie prostego kodu przy użyciu składni podobnej do " +"Pythona, ale wykrywa typy i oferuje jakość jak w języku statycznym oraz auto " +"uzupełnianie. Jest również zoptymalizowany pod kątem kodu z wbudowanymi " +"typami, takimi jak wektory i kolory." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:84 msgid "" @@ -157,6 +204,9 @@ msgid "" "languages like C, C++, Rust, or Python (using the Cython compiler) without " "recompiling the engine." msgstr "" +"Zauważ, że z GDNative, można pisać wysokiej jakości kod używając języków " +"kompulowanych, takich jak C, C++, Rust, lub Python (używając kompilatora " +"Cython) bez konieczności ponownej kompilacji silnika." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:88 msgid "|image3|" @@ -168,6 +218,9 @@ msgid "" "the editor. You can drag and drop nodes or resources into the graph to " "create new code blocks.*" msgstr "" +"*VisualScript jest językiem programowania opartym na węzłach, który dobrze " +"integruje się z edytorem. Możesz przeciągać i upuszczać węzły lub zasoby na " +"wykres, aby utworzyć nowe bloki kodu.*" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:94 msgid "" @@ -177,6 +230,11 @@ msgid "" "extend the editor’s functionality using game code. See `The Godot editor is " "a Godot game`_ below." msgstr "" +"Należy zauważyć, że obszar roboczy 3D nie zawiera tak wielu narzędzi, jak " +"obszar roboczy 2D. Będziesz potrzebował zewnętrznych programów lub dodatków " +"do edycji terenów, złożonych animacji postaci itd. Godot dostarcza kompletne " +"API rozszerzające funkcjonalność edytora za pomocą kodu gry. Zobacz `The " +"Godot editor is a Godot game`_ poniżej." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:99 msgid "|image4|" @@ -187,10 +245,12 @@ msgid "" "*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " "states and transitions visually*" msgstr "" +"*Dodatek do Godot 2 by kubecz3k. Umożliwia wizualne zarządzanie stanami i " +"przejściami*" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:105 msgid "Open-source" -msgstr "" +msgstr "Otwarto-źródłowy" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:107 msgid "" @@ -198,6 +258,9 @@ msgid "" "means all the technologies that ship with it have to be Free (as in freedom) " "as well. For the most part, they’re coded from the ground-up by contributors." msgstr "" +"Godot oferuje w pełni otwartą bazę kodu źródłowego na licencji **MIT**. " +"Oznacza to, że wszystkie technologie, które są z nią dostarczane muszą być " +"również otwarte. W większości są one stworzone od podstaw przez deweloperów." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:111 msgid "" @@ -206,6 +269,10 @@ msgid "" "Admob, or an FBX file importer. Any of these can come as third-party plugins " "instead." msgstr "" +"Każdy może podłączyć własne narzędzia na potrzeby swoich projektów - po " +"prostu nie będzie ich dystrybuował wraz z silnikiem. Może to być NViDia " +"PhysX, Google Admob lub importer plików FBX. Każde z nich może być " +"dostarczane jako wtyczki innych producentów." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:116 msgid "" @@ -214,6 +281,10 @@ msgid "" "Godot will print errors with a stack trace, even if they come from the " "engine itself." msgstr "" +"Z drugiej strony, otwarta baza kodowa oznacza, że możesz **uczyć się i " +"rozszerzać możliwości silnika** do własnych potrzeb. Możesz również łatwo " +"debugować gry, ponieważ Godot będzie wypisywał błędy na stosie, nawet jeśli " +"pochodzą one z samego silnika." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:122 msgid "" @@ -223,7 +294,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:127 msgid "Community-driven" -msgstr "" +msgstr "Tworzony przez społeczność" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:129 msgid "" @@ -241,10 +312,14 @@ msgid "" "improvements in all corners of the engine at the same time in every major " "release." msgstr "" +"Mimo to, choć kilku głównych programistów pracuje nad projektem w pełnym " +"wymiarze godzin, projekt ten w chwili jego tworzenia ma ponad 500 osób. Te " +"osoby często pracują nad funkcjami, których mogą potrzebować sami, więc z " +"każdym wydaniem silnika zauważysz poprawę we wszystkich aspektach silnika." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:141 msgid "The Godot editor is a Godot game" -msgstr "" +msgstr "Edytor Godot jest również grą Godot" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:143 msgid "" @@ -253,6 +328,11 @@ msgid "" "run game code in the editor. This means you can **use the same code** and " "scenes for your games, or **build plugins and extend the editor.**" msgstr "" +"Edytor Godot działa na silniku gry. Wykorzystuje on własny system UI, może " +"ładować na bieżąco kod i sceny podczas testowania projektów lub uruchamiać " +"kod gry w edytorze. Oznacza to, że możesz ** używać tego samego kodu** i " +"scen dla swoich gier, lub ** budować wtyczki i rozszerzać możliwości edytora." +"**" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:148 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po index 4ac15930e1..123b5f59ba 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po index ab357a8724..d39fe34472 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index b566fbd1af..f4118d1399 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 8f97fe75b1..ca82de4ebb 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po index 576e45ce25..43a7d4970e 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 61a6cc4887..0c7449d581 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -112,6 +112,8 @@ msgid "" "It contains information about the groups, and has means to call all nodes in " "a group, or get a list of them." msgstr "" +"Zawiera informacje o grupach i ma możliwość wywołania węzłów w grupie lub " +"uzyskania ich listy." #: ../../docs/getting_started/step_by_step/scene_tree.rst:62 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index bfbe32f1f0..102bfb28c3 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po index 9bbc50d871..f7b37b441f 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index ec211d5346..3a5c9e8c7e 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 602ad4e921..40c9b77375 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -215,3 +215,5 @@ msgid "" "To load scenes with a progress bar, check out the next tutorial, :ref:" "`doc_background_loading`" msgstr "" +"Aby załadować sceny z paskiem postępu, sprawdź następny samouczek, :ref:" +"`doc_background_loading`" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 677eddfa65..9927cbfe62 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 6b10f677a2..3705ac7e28 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -560,10 +560,15 @@ msgid "" "``animated_health`` value. Call the ``Tween`` node's " "``interpolate_property`` method:" msgstr "" +"W górnej części skryptu zdefiniuj nową zmienną, nazwij ją " +"``animated_health`` i ustaw jej wartość na 0, przejdź z powrotem do metody " +"``update_health`` i wyczyść jej zawartość. Zaanimujmy wartość " +"``animated_health``. Wywołaj metodę ``interpolate_property`` z węzła " +"``Tween``:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:420 msgid "Let's break down the call:" -msgstr "" +msgstr "Zerwijmy połączenie:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:426 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 355d82d47e..c7057f1007 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -95,7 +95,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:41 msgid "The life and energy bars on the left" -msgstr "" +msgstr "Po lewej stronie paska życia i energii" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:44 msgid "" @@ -252,7 +252,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:155 msgid "If you select both nodes, you should see something like this" -msgstr "" +msgstr "Jeśli zaznaczysz oba węzły, zobaczysz coś takiego" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:157 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 4df27acf3f..11eeaaef89 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,6 +32,15 @@ msgid "" "them, to create anything from life bars to complex applications. Godot's " "entire editor and plugins use these nodes." msgstr "" +"Wyświetlacze, telefony komórkowe i ekrany telewizorów są dostępne w różnych " +"kształtach i rozmiarach. Aby dostarczać na nie grę, musisz obsługiwać różne " +"rozdzielczości i proporcje ekranu. Trudno jest zbudować interfejsy, które " +"dostosują się do wszystkich platform. Na szczęście Godot posiada solidne " +"narzędzia do projektowania i zarządzania takim interfejsem. Aby " +"zaprojektować interfejs użytkownika, należy użyć węzłów Control. Są to węzły " +"z zielonymi ikonami w edytorze. Jest ich dziesiątki, aby stworzyć cokolwiek " +"od pasków życia do złożonych aplikacji. Edytor i wtyczki Godota używają tych " +"węzłów." #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:17 msgid "Godot's editor is made with the engine's UI framework" @@ -40,10 +49,13 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:19 msgid "This guide will get you started with UI design. You will learn:" msgstr "" +"Ten poradnik pomoże tobie rozpocząć projektowanie interfejsu użytkownika. " +"Nauczysz się:" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:21 msgid "The five most useful control nodes to build your games’ interface" msgstr "" +"Pięć najbardziej użytecznych węzłów sterujących do budowy interfejsu gier" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:22 msgid "How to work with the anchor of UI elements" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 23393457c3..2c708312a9 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index aeba3b5fd4..5f6d22197b 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -159,6 +159,10 @@ msgid "" "and click the icon to the right of the lock; its tooltip says \"Makes sure " "the object's children are not selectable.\"" msgstr "" +"Przed dodaniem dzieci do węzła ``Player`` chcemy się upewnić, że nie " +"przesunęliśmy ich przypadkowo lub nie zmieniliśmy ich wielkości klikając na " +"nie. Zaznacz węzeł i kliknij ikonę po prawej stronie zamka; jego podpowiedź " +"brzmi \"Upewnij się, że dzieci nie są wybieralne.\"" #: ../../docs/getting_started/step_by_step/your_first_game.rst:81 msgid "" @@ -1060,6 +1064,12 @@ msgid "" "control node's edges to its anchor. See :ref:" "`doc_design_interfaces_with_the_control_nodes` for more details." msgstr "" +"**Kotwice i marginesy:** Węzły ``Control``mają położenie i wielkość, ale " +"także kotwice i margiesy. Kotwice określają początek - punkt odniesienia dla " +"krawędzi węzła. Marginesy są aktualizowane automatycznie po przesunięciu lub " +"zmianie rozmiaru węzła control. Przedstawiają one odległość od krawędzi " +"węzła control do jego punktu zakotwiczenia. Więcej informacji na ten temat " +"można znaleźć w temacie :ref:`doc_design_interfaces_with_the_control_nodes`." #: ../../docs/getting_started/step_by_step/your_first_game.rst:851 msgid "" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 6da895c659..d9044157f7 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 58aa104d95..7be5961b71 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index adc523fb1a..69f62e42fc 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 76e16680f4..22d648c441 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 1a97fe2f2c..c2d9a15a07 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po index 5512e60529..5f38743a88 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index c68719be3f..a68984581b 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index e541fae71f..7b06116256 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index d0d4c2661e..bc5c9cb075 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index c827ef60da..110ce592dc 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 72243ddb7b..c8491f5a2c 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 7c8f612552..4364349d24 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index afb65a6ef3..799747b251 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 9094291677..d841a7a393 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index cdf574c41d..0446ce1cb7 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po index 431d07f3bc..c3ab5814c2 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 0dd3d1bc1a..8404ab2bcc 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po index e141600718..a03cc1f83f 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 9ae7b23e26..8ddf5a19e8 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 3df7ba690f..430205a293 100644 --- a/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/pl/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/index.po b/sphinx/po/pl/LC_MESSAGES/index.po index d6b37c61ab..66088288ec 100644 --- a/sphinx/po/pl/LC_MESSAGES/index.po +++ b/sphinx/po/pl/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po index 097ffa7c99..41c7d6a628 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po index 85fc339871..f458151869 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po index b4accc303b..a4962ed29e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 28ae927749..02b5695af4 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po index 36a3379a6f..1292f1ee6c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 591895b55c..2a1b1e4ce3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po index e65493b9d3..de16d5408f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index 4d5462faa6..9ca5cb76fd 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 3bd226f199..67840878fc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 7c2d764c32..d6b47dbb3c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index d5b6f50e71..c27879d05a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 7a901721f7..7e8e927a15 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -53,48 +53,48 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -153,11 +153,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -165,10 +165,13 @@ msgid "Now let's turn our attention to ``_ready``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 +#, fuzzy msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" +"Najpierw wczytujemy węzły(node) ``camera`` i `rotation_helper`` i zapisujemy " +"je do zmiennych." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 msgid "" @@ -181,16 +184,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -200,26 +204,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -232,7 +236,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -247,212 +253,220 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 +msgid "" +"Next we check if the sticky grenade has attached to something already or not." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 +msgid "" +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 +#, fuzzy msgid "" "We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" "Następnie wykonujemy nowy węzeł :ref:`Spatial ` i robimy z " "niego dziecko, ciała z którym się zetknęliśmy. Następnie ustawiamy pozycję :" "ref:`Spatial ` na naszą aktualną pozycję." -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 -msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -460,83 +474,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -544,130 +558,131 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -676,74 +691,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -752,290 +770,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1043,188 +1062,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1232,45 +1257,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 0cb79ade3d..daf22216ab 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,14 +313,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" -msgstr "" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 msgid "Let's go over what each of these new variables will be doing:" @@ -346,7 +348,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +356,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +384,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +408,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +425,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -470,7 +473,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -512,10 +515,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +533,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +541,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +569,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +579,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +595,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,21 +641,22 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" -msgstr "" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variable:" +msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 msgid "``MAX_HEALTH``: The maximum amount of health a player can have." @@ -660,7 +664,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +674,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +693,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +720,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +752,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +828,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -838,8 +844,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -884,12 +889,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -940,34 +945,36 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." +msgid "In this case, we want to respawn the target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -976,14 +983,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -993,23 +1000,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1021,15 +1028,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 64e0875847..3b3abf077d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -238,9 +238,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -351,41 +351,41 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +#, fuzzy +msgid "Let's go through each of the class variables:" msgstr "Przejrzyjmy każdą ze zmiennych globalnych:" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "``GRAV``: Jak mocno grawitacja ciągnie nas w dół." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "``MAX_SPEED``: Największa prędkość z jaką możemy się poruszać." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "``JUMP_SPEED``: Jak wysoko można skoczyć." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." @@ -393,7 +393,7 @@ msgstr "" "``ACCEL``: Jak szybko będzie przyspieszać. Wyższa wartość, zmniejszy czas do " "osiągnięcia maksymalnej prędkości." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." @@ -401,23 +401,23 @@ msgstr "" "``DEACCEL``: Określa jak szybko będziemy zwalniać. Większa wartość pozwoli " "szybciej zatrzymać się." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " @@ -427,14 +427,14 @@ msgstr "" "odpowiednia dla mojej myszy, lecz prawdopodobnie będziesz musiał dostosować " "tą wartość do siebie." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." @@ -442,7 +442,7 @@ msgstr "" "Być może zauważyłeś, że ``MOUSE_SENSITIVITY`` jest napisane wielkimi " "literami jak inne stałe, lecz ``MOUSE_SENSITIVITY`` nie jest stałą." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -455,11 +455,11 @@ msgstr "" "późniejszej zmiany wartości po dodaniu ustawień konfigurowalnych. Więc, aby " "przypomnieć sobie, aby traktować go jak stałą, to nazywa jak zwykłe stałe." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "Spójrzmy teraz na funkcję ``ready``:" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." @@ -467,7 +467,7 @@ msgstr "" "Najpierw wczytujemy węzły(node) ``camera`` i `rotation_helper`` i zapisujemy " "je do zmiennych." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." @@ -475,7 +475,7 @@ msgstr "" "Następnie musimy ustawić tryb pracy myszy tak, aby mysz nie mogła opuścić " "okna gry." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " @@ -485,7 +485,7 @@ msgstr "" "Pierwszym powodem jest to, że nie chcemy, aby gracz widział kursor myszy " "podczas gry." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -497,7 +497,7 @@ msgstr "" "poza oknem, a wtedy gra przestanie być aktywnym oknem. Aby zapewnić, że " "żaden z tych problemów nie wystąpi, przechwytujemy kursor myszy." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " @@ -507,11 +507,11 @@ msgstr "" "Będziemy używali jedynie ``MOUSE_MODE_CAPTURED`` i ``MOUSE_MODE_VISIBLE`` w " "tym poradniku." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "Następnie przyjrzyjmy się ``_physics_process``:" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." @@ -519,14 +519,14 @@ msgstr "" "Wszystko co robimy w ``process_proces`` to wywoływanie dwóch funkcji: " "``proces_input`` i ``process_movement``." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " @@ -536,16 +536,16 @@ msgstr "" "`KinematicBody `, dzięki temu będzie można przemierzać " "świat gry." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "Spójrzmy na ``proces_movement``:" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr "" "Najpierw ustawiamy ``dir`` na pusty wektor :ref:`Vector3 `." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " @@ -556,75 +556,75 @@ msgstr "" "następstwa dla kolejnych ``process_movement``, więc będziemy resetować " "``dir``." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -632,13 +632,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -646,44 +646,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -691,14 +691,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -707,44 +707,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -753,27 +754,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -781,162 +783,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -944,148 +948,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 1f0795f30c..e28a555c18 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,8 +103,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." -msgstr "" +#, fuzzy +msgid "Let's look at the class variables first." +msgstr "Przejrzyjmy każdą ze zmiennych globalnych:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 msgid "" @@ -166,8 +167,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -190,7 +191,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -200,118 +201,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -319,51 +320,52 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -372,19 +374,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -393,80 +394,87 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +#, fuzzy +msgid "Open up ``Globals.gd`` and add the following class variables:" +msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -475,46 +483,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -524,21 +532,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -546,7 +554,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -555,7 +563,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -564,424 +572,431 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +msgid "Now all of the weapons will reset when the player dies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -989,7 +1004,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -997,309 +1012,322 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1307,39 +1335,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index fb90a89e2e..f7ed895cff 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,520 +27,526 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +#, fuzzy +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" +msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 +#, fuzzy msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" -msgstr "" +"add the following class variables:" +msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +554,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +585,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -661,163 +667,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index e27725e90f..a960361970 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -744,7 +745,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -785,9 +786,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -826,37 +827,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -865,19 +868,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -885,26 +888,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -912,7 +915,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -921,7 +924,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -930,20 +933,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -952,66 +955,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1021,7 +1024,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1029,23 +1032,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1055,28 +1058,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1085,21 +1088,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1107,380 +1110,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1488,149 +1498,153 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1638,122 +1652,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po index d165927c5b..3f2b1c0642 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index b3c1494955..97369c8d65 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po index 6646153614..874ad8f947 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index b8ebb4c5d5..84df8043ce 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index c527fdf35b..9d0b573d26 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 7936f12fde..9dbfc01a51 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index 912b3d2a06..a422405be2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po index b3359f8ed6..93ad1635d1 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po index 170de5ef81..841b3b5d7a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po index c717761e68..bcbb491b63 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 7728db1439..d4f6bfbdec 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po index e7a23b3e35..24155d4930 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index 555a408af4..6ff7e7d05c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po index edad00ba4f..160e8502fa 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po index ed57cc124a..488b5079b9 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction_2d.po index 45fc02799d..464f8cf6ba 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po index 20c4d220f8..8ffd198664 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 34400bfb19..4ee61f2e7d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 77dcc3ab5a..4da1d0cb9a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index f9b7960dc2..f5fe43ab43 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po index e6192b84a5..d2ccc0d1fb 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po index b771ab1391..34df389414 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po index 96bd569a79..ce96be5ec2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po index 3dfe92d955..563056a009 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 4ef9f16e99..1b11999144 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index bf7a7c5314..f99ecfa3a2 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 12c747e01a..33cbed7e7f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po index 80f19a5203..a5d84ad6b8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po index 324859ea90..c25cf1eddc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 0530eed094..c77c3576cc 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po index 3d39024587..c6636697ce 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index acca584d84..81286554a0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po index 3269265ca3..022e7ee83c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 217b044ab9..332994c849 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po index 63f2e6a997..b708c85b10 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po index 59f54c8295..8a76239001 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 1cddac44c5..6e749dadbe 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po index d4ebb84104..2f9237aa3b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po index b53fedac6e..2203594970 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 8c3dc81af3..7d5c011a1b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po index b5c0fcc5b7..c05444b7a0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po index 6c1814e675..303a220114 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po index 4df25a46c2..744781e542 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 12150f6830..e097e31ec0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/rotations.po index 0b9bab5f9f..dbe0cb892a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po index 5a2dfbe734..de31a8093c 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po index f53e06418f..b7df49a688 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 7ab81523c5..6e23bbf26d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index ffe736d21f..c4439fb291 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po index 82a5cefbff..798b11ae24 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po index b100cd114c..2e7c1af2e0 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 893a1b699f..590461a9ad 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po index d616d1c96f..70d44538e3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po index 6a48f92dfb..c6e3337def 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po index 59706b0db4..b691eb300d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 30cc83ea55..1c0a91e7a4 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po index 73fe4a3d83..1a02351bf3 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index c9900c5e56..d10a656c40 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po index 0d6619c356..bf104328f8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po index da352803c2..773923a97d 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po index f2f42bd147..f8b92e1e76 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index f46a1c11cc..7f0e5f1620 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index b2ee5a87a6..ae5d77dd92 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po index d0ef0497f7..66e1f2b1e8 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po index dfd05b2ad9..4b3b6c4869 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/services_for_ios.po index d836d751f9..7130f3b384 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 5d4c8da8a0..fdf734a1db 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po index ebbe96e47c..3021650e5b 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 54489e06db..fdc1553637 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 6c5a03c8df..b0ea820eef 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..4036ef62c6 --- /dev/null +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,436 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: pl\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +#, fuzzy +msgid "GDNative C++ example" +msgstr "GDNative / C++" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "Wprowadzenie" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "Tworzenie nowego projektu" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +msgid "There are a few prerequisites you'll need:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "Tworzenie nowego projektu" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +#, fuzzy +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "" +"Zacznij od zadeklarowania zmiennych, których ten obiekt będzie potrzebował:" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +msgid "Compiling our plugin" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +msgid "Using your GDNative module" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 83e422071c..654fa15596 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po index afffd275b3..af930c1692 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po index 5053f5887f..82d5885773 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index e638145cb5..590622a311 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po index a4a753cc71..46e079a73a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_language.po index 38ea812d98..09cc9378c4 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po index 8c443bb863..005323485e 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index cc85f2a301..a28f63b51a 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po index ab31586997..c4fe972964 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po index e2572a5b02..73392c373f 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po index 83dcc4ecd7..1024055018 100644 --- a/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/pl/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po b/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po index 62f1c9436e..a917057c82 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -403,7 +403,7 @@ msgid "" "custom C++ modules." msgstr "" "Se você quer adicionar uma certa biblioteca nativa, sua melhor opção é " -"GDNative e módulos C++ customizados." +"GDNative e módulos C++ personalizados." #: ../../docs/about/faq.rst:143 msgid "Also see the official blog posts on these topics:" @@ -437,15 +437,14 @@ msgid "Why is FBX not supported for import?" msgstr "Por que FBX não é suportado na importação?" #: ../../docs/about/faq.rst:154 -#, fuzzy msgid "" "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " "`_ provided by Godot." msgstr "" -"A SDK do FBX tem uma `licença restritiva `_, que é incompatível com a `licença aberta " -"`_ usada pelo Godot." +"`_ usada pelo Godot." #: ../../docs/about/faq.rst:158 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/index.po b/sphinx/po/pt_BR/LC_MESSAGES/about/index.po index 30c2ddfb4b..07fbb86036 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po index e425359c5e..aafbb030c7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po b/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po index 3a7e0d4548..101b37a251 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index f869a56c52..9c89c64c2a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po index 16ae784336..f4b2d1cf0a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 24fb8c3e89..9c3a3008df 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po index dce2a456d8..e51735e47e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po index 1e1e543645..b1d0a47ab2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po index 4a41c4f7ba..1cf3c494e2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 1f85f62668..eb17aa0604 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po index aa27af1f74..a4e4d2e56a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/index.po b/sphinx/po/pt_BR/LC_MESSAGES/community/index.po index ed4b99f630..a3e161b418 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/resources.po b/sphinx/po/pt_BR/LC_MESSAGES/community/resources.po index 3d20ad3b2d..c11580903e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/resources.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po b/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po index 96c9630415..92fa4acfed 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,3 +54,7 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po index 5fd51cb49e..172186753d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po index adec40064f..a0a05b27ad 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po index 1338e3edc5..a57147e086 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 03f20c2801..d00cc26ac5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po index 9a0aab08fb..80de0d374c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po index 0d54245946..e6824ee080 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po index d2e71eecf9..29f58630c6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po index 8e67f6a2ae..e93a56f3be 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 739f35b648..e4ea45f013 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po index 839110d22f..a6b082c9cd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po index 90842a189e..2acfd5b7c7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index dd982522f0..00176ebf0f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/packaging_godot.po index 5c521c30ab..3f29ef92c0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide.po index bde56c7230..4b4d80b039 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po index 3821580cd4..4b218db6a1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -183,7 +183,7 @@ msgstr "" #: ../../docs/development/cpp/core_types.rst:122 msgid "and" -msgstr "" +msgstr "e" #: ../../docs/development/cpp/core_types.rst:129 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/creating_android_modules.po index 67e3c8e4bc..fd8bea36eb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po index 97e627d9c6..d5dea1edf4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po index 0204e15548..204e5680f4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 86bef8c1c1..eb89d86007 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index c93cc9249e..9be77dbe37 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po index 533b11a857..9223299c2b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po index d76ee86e65..ca3996e3ac 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index e3966573b4..bf8cd495ad 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po index cd91ec19f9..f33d6f9f67 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po index fbad1b4449..5c50d91a61 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po index 425cba8d25..fba1078cd1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po index 589e5bc4fd..576abe5a84 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "Recursos" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,408 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "Caminho do Recurso" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +#, fuzzy +msgid "Skeleton" +msgstr "Singletons" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "Animação" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "Recursos" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +#, fuzzy +msgid "ArrayMesh" +msgstr "Arrays" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +#, fuzzy +msgid "arrays" +msgstr "Arrays" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +msgid "An example of ArrayMesh:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "Animação" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +#, fuzzy +msgid "path" +msgstr "Caminho do usuário" + +#: ../../docs/development/file_formats/tscn.rst:380 +#, fuzzy +msgid "interp" +msgstr "Center" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +msgid "imported" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "Transformação" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "Valor" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "A constante PI." + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index f9d557378c..2090adaa9b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po index c7b5dad925..98d4210db2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po index 9c63512ed9..3c165b3602 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/getting_started/editor/index.rst:2 msgid "Editor manual" -msgstr "" +msgstr "Manual do editor" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 52b2caa62f..62a51d3ad6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:8 msgid "From Unity3D to Godot Engine" -msgstr "" +msgstr "De Unity3D à Godot Engine" #: ../../docs/getting_started/editor/unity_to_godot.rst:10 msgid "" @@ -27,18 +27,21 @@ msgid "" "Unity user, and aims to help you migrate your existing Unity experience into " "the world of Godot." msgstr "" +"Este guia provê uma visão geral do motor Godot do ponto de vista de um " +"usuário Unity, e procura te ajudar a migrar sua experiência em Unity para o " +"mundo do Godot." #: ../../docs/getting_started/editor/unity_to_godot.rst:13 msgid "Differences" -msgstr "" +msgstr "Diferenças" #: ../../docs/getting_started/editor/unity_to_godot.rst:16 msgid "Unity" -msgstr "" +msgstr "Unity" #: ../../docs/getting_started/editor/unity_to_godot.rst:16 msgid "Godot" -msgstr "" +msgstr "Godot" #: ../../docs/getting_started/editor/unity_to_godot.rst:18 msgid "License" @@ -48,18 +51,20 @@ msgstr "Licença" msgid "" "Proprietary, closed, free license with revenue caps and usage restrictions" msgstr "" +"Proprietário, código fechado, licença grátis com teto de rendimento e " +"restrições de uso" #: ../../docs/getting_started/editor/unity_to_godot.rst:18 msgid "MIT license, free and fully open source without any restriction" -msgstr "" +msgstr "Licença MIT, grátis e código totalmente aberto sem nenhuma restrição" #: ../../docs/getting_started/editor/unity_to_godot.rst:20 msgid "OS (editor)" -msgstr "" +msgstr "OS (editor)" #: ../../docs/getting_started/editor/unity_to_godot.rst:20 msgid "Windows, macOS, Linux (unofficial and unsupported)" -msgstr "" +msgstr "Windows, macOS, Linux (não oficial e sem suporte)" #: ../../docs/getting_started/editor/unity_to_godot.rst:20 msgid "Windows, macOS, X11 (Linux, \\*BSD)" @@ -67,119 +72,124 @@ msgstr "Windows, macOS, X11 (Linux, \\*BSD)" #: ../../docs/getting_started/editor/unity_to_godot.rst:22 msgid "OS (export)" -msgstr "" +msgstr "OS (exportar)" #: ../../docs/getting_started/editor/unity_to_godot.rst:22 msgid "**Desktop:** Windows, macOS, Linux" -msgstr "" +msgstr "**Desktop:** Windows, macOS, Linux" #: ../../docs/getting_started/editor/unity_to_godot.rst:23 msgid "**Mobile:** Android, iOS, Windows Phone, Tizen" -msgstr "" +msgstr "**Dispositivos móveis:** Android, iOS, Windows Phone, Tizen" #: ../../docs/getting_started/editor/unity_to_godot.rst:24 msgid "**Web:** WebAssembly or asm.js" -msgstr "" +msgstr "**Web:** WebAssembly ou asm.js" #: ../../docs/getting_started/editor/unity_to_godot.rst:25 msgid "**Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS" -msgstr "" +msgstr "**Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS" #: ../../docs/getting_started/editor/unity_to_godot.rst:26 msgid "" "**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, " "HoloLens" msgstr "" +"**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, " +"HoloLens" #: ../../docs/getting_started/editor/unity_to_godot.rst:27 msgid "**TV:** Android TV, Samsung SMART TV, tvOS" -msgstr "" +msgstr "**TV:** Android TV, Samsung Smart TV, tvOS" #: ../../docs/getting_started/editor/unity_to_godot.rst:22 msgid "**Desktop:** Windows, macOS, X11" -msgstr "" +msgstr "**Desktop:** Windows, macOS, X11" #: ../../docs/getting_started/editor/unity_to_godot.rst:23 msgid "**Mobile:** Android, iOS" -msgstr "" +msgstr "**Dispositivos móveis:** Android, iOS" #: ../../docs/getting_started/editor/unity_to_godot.rst:24 msgid "**Web:** WebAssembly" -msgstr "" +msgstr "**Web:** WebAssembly" #: ../../docs/getting_started/editor/unity_to_godot.rst:25 msgid "**Console:** See :ref:`doc_consoles`" -msgstr "" +msgstr "**Console:** Ver :ref:`doc_consoles`" #: ../../docs/getting_started/editor/unity_to_godot.rst:26 msgid "**VR:** Oculus Rift, SteamVR" -msgstr "" +msgstr "**VR:** Oculus Rift, SteamVR" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "Scene system" -msgstr "" +msgstr "Sistema de cenas" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "Component/Scene (GameObject > Component)" -msgstr "" +msgstr "Componente/Cena (GameObject > Component)" #: ../../docs/getting_started/editor/unity_to_godot.rst:30 msgid "Prefabs" -msgstr "" +msgstr "Prefabs" #: ../../docs/getting_started/editor/unity_to_godot.rst:29 msgid "" ":ref:`Scene tree and nodes `, allowing scenes to be " "nested and/or inherit other scenes" msgstr "" +":ref:`Árvore de cenas e nós `, permitindo que cenas " +"sejam aninhadas e/ou herdem outras cenas" #: ../../docs/getting_started/editor/unity_to_godot.rst:32 msgid "Third-party tools" -msgstr "" +msgstr "Ferramentas de terceiros" #: ../../docs/getting_started/editor/unity_to_godot.rst:32 msgid "Visual Studio or VS Code" -msgstr "" +msgstr "Visual Studio ou VS Code" #: ../../docs/getting_started/editor/unity_to_godot.rst:32 msgid ":ref:`External editors are possible `" -msgstr "" +msgstr ":ref:`Editores externos são possíveis `" #: ../../docs/getting_started/editor/unity_to_godot.rst:33 msgid ":ref:`Android SDK for Android export `" msgstr "" +":ref:`Android SDK para exportação a Android `" #: ../../docs/getting_started/editor/unity_to_godot.rst:35 msgid "Killer features" -msgstr "" +msgstr "Recursos decisivos" #: ../../docs/getting_started/editor/unity_to_godot.rst:35 msgid "Huge community" -msgstr "" +msgstr "Comunidade enorme" #: ../../docs/getting_started/editor/unity_to_godot.rst:36 msgid "Large assets store" -msgstr "" +msgstr "Grande armazém de recursos" #: ../../docs/getting_started/editor/unity_to_godot.rst:35 msgid "Scene System" -msgstr "" +msgstr "Sistema de cenas" #: ../../docs/getting_started/editor/unity_to_godot.rst:36 msgid ":ref:`Animation Pipeline `" -msgstr "" +msgstr ":ref:`Canalização de Animações `" #: ../../docs/getting_started/editor/unity_to_godot.rst:37 msgid ":ref:`Easy to write Shaders `" -msgstr "" +msgstr ":ref:`Facilidade para escrever Shaders `" #: ../../docs/getting_started/editor/unity_to_godot.rst:38 msgid "Debug on Device" -msgstr "" +msgstr "Depuração no dispositivo" #: ../../docs/getting_started/editor/unity_to_godot.rst:45 msgid "The editor" -msgstr "" +msgstr "O editor" #: ../../docs/getting_started/editor/unity_to_godot.rst:47 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 407ed533d8..ab6ca8ce1e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -370,5 +370,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index ab0e10d371..0ac25a5764 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index f4ba27dd01..445020c2cc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 737816564e..1f209536de 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 54ad289651..b18e2c6c0c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 29686bea22..ce9095f7ed 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -398,10 +398,10 @@ msgid "" "and ``_iter_get`` functions in your script. An example implementation of a " "forward iterator follows:" msgstr "" -"Você pode criar iteradores customizados caso os defaults não satisfaçam suas " -"necessidades, sobrescrevendo as funções `` _iter_init``, `` _iter_next`` e " -"`` _iter_get`` da classe Variant em seu script. Um exemplo de implementação " -"de um iterador avançado segue:" +"Você pode criar iteradores personalizados caso os existentes não satisfaçam " +"suas necessidades, sobrescrevendo as funções `` _iter_init``, `` " +"_iter_next`` e `` _iter_get`` da classe Variant em seu script. Aqui está um " +"exemplo de implementação de um iterador avançado:" #: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:453 msgid "And it can be used like any other iterator:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index ba8c9c22e6..6014bf6c98 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -67,9 +67,9 @@ msgid "" "point, it became evident that a custom scripting language could more " "optimally make use of Godot's particular architecture:" msgstr "" -"A última linguagem script de terceiros que foi utilizada para lançar jogos " +"A última linguagem script de terceiros que foi utilizada para jogos lançados " "foi `Squirrel `__, mas ela também for largada. " -"Naquele ponto, se tornou evidente que uma linguagem script customizada " +"Naquele ponto, se tornou evidente que uma linguagem script personalizada " "poderia fazer um melhor uso da arquitetura particular do Godot:" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:30 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index d546a7dcb4..0bff93e9aa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -512,7 +512,7 @@ msgid "" "Placeholders can also be customized when using ``String.format``, here's " "some examples of that functionality." msgstr "" -"Espaços reservados também podem ser customizados utilizando ``String." +"Espaços reservados também podem ser personalizados utilizando ``String." "format``, aqui estão alguns exemplos dessa funcionalidade." #: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 279ac1baa1..e1985f0a3c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po index f023fea07b..1b27d108d2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po index a03c1d99c9..5a0d517c11 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index b73ddddf22..e32da10aed 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 4b75cad771..95e53e3725 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index f6667dfb91..3f3fb004d4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -509,7 +509,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 msgid "SceneTree" -msgstr "" +msgstr "Árvore de cena" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 62e31eb23c..3a950deee5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po index 44055d335f..2f2292a0f1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "Introdução" #: ../../docs/getting_started/step_by_step/animations.rst:9 msgid "Godot's animation system is extremely powerful and flexible." -msgstr "" +msgstr "O sistema de animação da Godot é extremamente poderoso e flexível." #: ../../docs/getting_started/step_by_step/animations.rst:11 msgid "" @@ -36,35 +36,47 @@ msgid "" "splash image. Here's a copy just in case: :download:`robisplash.zip `." msgstr "" +"Para começar, vamos usar a cena do tutorial anterior (: ref: " +"`doc_splash_screen`). O objetivo é adicionar uma animação \"fade-in\" à " +"imagem inicial. Aqui está uma cópia para o caso: download: `robisplash.zip " +"`." #: ../../docs/getting_started/step_by_step/animations.rst:16 msgid "Add an animation player" -msgstr "" +msgstr "Adicionar um player de animação" #: ../../docs/getting_started/step_by_step/animations.rst:18 msgid "" "First of all, add an :ref:`AnimationPlayer ` node to " "the scene as a child of \"background\" (the root node):" msgstr "" +"Primeiro de tudo, adicione um nó: ref: `AnimationPlayer " +"` à cena como um filho de \"background\" (o nó raiz):" #: ../../docs/getting_started/step_by_step/animations.rst:23 msgid "" "When a node of this type is selected, the animation editor panel will appear:" msgstr "" +"Quando um nó desse tipo é selecionado, o painel do editor de animação é " +"exibido:" #: ../../docs/getting_started/step_by_step/animations.rst:28 msgid "The animation editor panel stays visible until manually hidden." msgstr "" +"O painel do editor de animação permanece visível até ser ocultado " +"manualmente." #: ../../docs/getting_started/step_by_step/animations.rst:31 msgid "Creating the animation" -msgstr "" +msgstr "Criando a animação" #: ../../docs/getting_started/step_by_step/animations.rst:33 msgid "" "It's time to create a new animation! Press the new animation button and name " "the animation \"intro\" when the dialog appears." msgstr "" +"Chegou a hora de criar uma nova animação! Pressione o novo botão de animação " +"e nomeie a animação \"intro\" quando a caixa de diálogo aparecer." #: ../../docs/getting_started/step_by_step/animations.rst:38 msgid "" @@ -72,14 +84,18 @@ msgid "" "\" mode. In this mode, a key icon appears next to every property of the " "property editor. In Godot any property of an object can be animated:" msgstr "" +"Agora que temos uma animação, o editor de propriedades entra no modo " +"\"edição de animação\". Neste modo, um ícone de chave aparece ao lado de " +"todas as propriedades do editor de propriedades. Em Godot, qualquer " +"propriedade de um objeto pode ser animada:" #: ../../docs/getting_started/step_by_step/animations.rst:46 msgid "Editing the animation" -msgstr "" +msgstr "Editando a animação" #: ../../docs/getting_started/step_by_step/animations.rst:48 msgid "The logo will appear from the top of the screen." -msgstr "" +msgstr "O logotipo aparecerá na parte superior da tela." #: ../../docs/getting_started/step_by_step/animations.rst:50 msgid "" @@ -87,38 +103,49 @@ msgid "" "\"Rect / Position\" property to ``(118, -400)`` and press the key button " "next to the property:" msgstr "" +"Com o painel do editor de animação aberto, selecione o nó \"logo\" e defina " +"a propriedade \"Rect / Position\" para \"(118, -400)\" e pressione o botão " +"ao lado da propriedade:" #: ../../docs/getting_started/step_by_step/animations.rst:56 msgid "When the dialog appears, confirm that you are creating a new track." msgstr "" +"Quando a caixa de diálogo aparecer, confirme se você está criando uma nova " +"faixa." #: ../../docs/getting_started/step_by_step/animations.rst:58 msgid "The keyframe will be added in the animation player editor:" -msgstr "" +msgstr "O quadro-chave será adicionado ao editor do player de animação:" #: ../../docs/getting_started/step_by_step/animations.rst:62 msgid "Move the editor cursor to the end, by clicking here:" -msgstr "" +msgstr "Mova o cursor do editor para o final, clicando aqui:" #: ../../docs/getting_started/step_by_step/animations.rst:66 msgid "" "Change the logo position to ``(118, 0)`` and add a keyframe again. With two " "keyframes, the animation happens." msgstr "" +"Mude a posição do logo para `` (118, 0) `` e adicione um quadro-chave " +"novamente. Com dois quadros-chave, a animação acontece." #: ../../docs/getting_started/step_by_step/animations.rst:71 msgid "" "Pressing \"Play selected animation from start. (Shift-D)\" on the animation " "panel will make the logo descend." msgstr "" +"Pressionar \"Reproduzir animação selecionada a partir do início (Shift-D)\" " +"no painel de animação fará o logotipo descer." #: ../../docs/getting_started/step_by_step/animations.rst:76 msgid "" "Click the \"Autoplay on Load\" button to set the animation to start " "automatically when the scene starts." msgstr "" +"Clique no botão \"Autoplay on Load\" para definir a animação para iniciar " +"automaticamente quando a cena começar." #: ../../docs/getting_started/step_by_step/animations.rst:81 msgid "" "And finally, when running the scene, the animation should look like this:" -msgstr "" +msgstr "E finalmente, ao executar a cena, a animação deve ficar assim:" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po index 50ecedd13e..3dc19de320 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po index b5054d9780..70bc8f9885 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/filesystem.rst:4 msgid "File system" -msgstr "" +msgstr "Sistema de arquivo" #: ../../docs/getting_started/step_by_step/filesystem.rst:7 msgid "Introduction" @@ -32,6 +32,11 @@ msgid "" "designed file system also allows multiple developers to edit the same source " "files and assets while collaborating together." msgstr "" +"Os sistemas de arquivos são outro tópico importante no desenvolvimento de " +"mecanismos. O sistema de arquivos gerenciam como os ativos são armazenados e " +"como são acessados. Um sistema de arquivos bem projetado também permite que " +"vários desenvolvedores editem os mesmos arquivos e ativos de origem enquanto " +"colaboram em conjunto." #: ../../docs/getting_started/step_by_step/filesystem.rst:14 msgid "" @@ -41,10 +46,16 @@ msgid "" "metadata, etc. In the end the simple approach won and now Godot stores all " "assets as files in the file system." msgstr "" +"As versões iniciais do mecanismo Godot (e iterações anteriores antes de se " +"chamar Godot) usavam um banco de dados. Os ativos foram armazenados nele e " +"receberam um ID. Outras abordagens também foram tentadas, como bancos de " +"dados locais, arquivos com metadados, etc. No final, a abordagem simples " +"ganhou e agora Godot armazena todos os ativos como arquivos no sistema de " +"arquivos." #: ../../docs/getting_started/step_by_step/filesystem.rst:21 msgid "Implementation" -msgstr "" +msgstr "Implementação" #: ../../docs/getting_started/step_by_step/filesystem.rst:23 msgid "" @@ -56,22 +67,35 @@ msgid "" "resources. For example, a font resource is often bundled together with the " "font textures." msgstr "" +"O sistema de arquivos armazena recursos no disco. Qualquer coisa, desde um " +"script, até uma cena ou uma imagem PNG é um recurso para o mecanismo. Se um " +"recurso contiver propriedades que fazem referência a outros recursos no " +"disco, os caminhos para esses recursos também serão incluídos. Se um recurso " +"tiver sub-recursos internos, o recurso será salvo em um único arquivo junto " +"com todos os sub-recursos incluídos. Por exemplo, um recurso de fonte " +"geralmente é empacotado junto com as texturas de fonte." #: ../../docs/getting_started/step_by_step/filesystem.rst:30 +#, fuzzy msgid "" "In general the Godot file system avoids using metadata files. The reason for " "this is simple, existing asset managers and VCSs are simply much better than " "anything we can implement, so Godot tries the best to play along with SVN, " "Git, Mercurial, Perforce, etc." msgstr "" +"Em geral, o sistema de arquivos Godot evita o uso de arquivos de metadados. " +"A razão para isso é simples, os gerenciadores de ativos existentes e VCSs " +"são simplesmente muito melhores do que qualquer coisa que possamos " +"implementar, então Godot tenta o melhor para jogar junto com SVN, Git, " +"Mercurial, Performance, etc." #: ../../docs/getting_started/step_by_step/filesystem.rst:35 msgid "Example of a file system contents:" -msgstr "" +msgstr "Exemplo de um conteúdo do sistema de arquivos:" #: ../../docs/getting_started/step_by_step/filesystem.rst:46 msgid "project.godot" -msgstr "" +msgstr "project.godot" #: ../../docs/getting_started/step_by_step/filesystem.rst:48 msgid "" @@ -79,6 +103,9 @@ msgid "" "found at the root of the project. In fact its location defines where the " "root is. This is the first file that Godot looks for when opening a project." msgstr "" +"O arquivo project.godot é o arquivo de descrição do projeto, e é sempre " +"encontrado na raiz do projeto. Na verdade, sua localização define onde está " +"a raiz. Este é o primeiro arquivo que Godot procura ao abrir um projeto." #: ../../docs/getting_started/step_by_step/filesystem.rst:52 msgid "" @@ -86,10 +113,13 @@ msgid "" "ini format. Even an empty project.godot can function as a basic definition " "of a blank project." msgstr "" +"Este arquivo contém a configuração do projeto em texto simples, usando o " +"formato win.ini. Até mesmo um projeto vazio.godot pode funcionar como uma " +"definição básica de um projeto em branco." #: ../../docs/getting_started/step_by_step/filesystem.rst:57 msgid "Path delimiter" -msgstr "" +msgstr "Delimitador de caminho" #: ../../docs/getting_started/step_by_step/filesystem.rst:59 msgid "" @@ -98,10 +128,14 @@ msgid "" "``c:\\project\\project.godot`` needs to be typed as ``c:/project/project." "godot``." msgstr "" +"Godot suporta apenas `` / `` como um delimitador de caminho. Isso é feito " +"por razões de portabilidade. Todos os sistemas operacionais suportam isto, " +"mesmo o Windows, então um caminho como `` c: \\ project \\ project.godot`` " +"precisa ser digitado como `` c: / project / project.godot``." #: ../../docs/getting_started/step_by_step/filesystem.rst:65 msgid "Resource path" -msgstr "" +msgstr "Caminho do recurso" #: ../../docs/getting_started/step_by_step/filesystem.rst:67 msgid "" @@ -109,12 +143,18 @@ msgid "" "cumbersome and non-portable. To solve this problem, the special path ``res://" "`` was created." msgstr "" +"Ao acessar recursos, o uso do layout do sistema de hospedagem de arquivos do " +"sistema operacional, podem ser incômodo e não portátil. Para resolver este " +"problema, o caminho especial `` res: // `` foi criado." #: ../../docs/getting_started/step_by_step/filesystem.rst:71 msgid "" "The path ``res://`` will always point at the project root (where project." "godot is located, so in fact ``res://project.godot`` is always valid)." msgstr "" +"O caminho `` res: // `` sempre apontará para a raiz do projeto (onde project." +"godot está localizado, então na verdade `` res: // project.godot`` é sempre " +"válido)." #: ../../docs/getting_started/step_by_step/filesystem.rst:75 msgid "" @@ -123,10 +163,15 @@ msgid "" "phones or consoles, or running from DVD), the file system will become read-" "only and writing will no longer be permitted." msgstr "" +"Este sistema de arquivos é somente leitura e gravação quando executa o " +"projeto localmente a partir do editor. Quando exportado ou quando executado " +"em dispositivos diferentes (como telefones ou consoles ou em execução no " +"DVD), o sistema de arquivos se tornará somente leitura e a gravação não será " +"mais permitida." #: ../../docs/getting_started/step_by_step/filesystem.rst:81 msgid "User path" -msgstr "" +msgstr "Caminho do usuário" #: ../../docs/getting_started/step_by_step/filesystem.rst:83 msgid "" @@ -134,10 +179,14 @@ msgid "" "state or downloading content packs. To this end, the engine ensures that " "there is a special path ``user://`` that is always writable." msgstr "" +"Normalmente, ainda é necessário gravar em disco para várias tarefas, como " +"salvar o estado do jogo ou baixar pacotes de conteúdo. Para este fim, o " +"mecanismo garante que existe um caminho especial `` user: // `` que é sempre " +"gravável." #: ../../docs/getting_started/step_by_step/filesystem.rst:88 msgid "Host file system" -msgstr "" +msgstr "Sistema de arquivos do host" #: ../../docs/getting_started/step_by_step/filesystem.rst:90 msgid "" @@ -146,10 +195,15 @@ msgid "" "on all platforms. However, using host file system paths can be useful when " "writing development tools in Godot!" msgstr "" +"Alternativamente, os caminhos do sistema de arquivos do host também podem " +"ser usados, mas isso não é recomendado para um produto liberado, pois esses " +"caminhos não têm garantia de funcionar em todas as plataformas. No entanto, " +"o uso de caminhos do sistema de arquivos do host pode ser útil ao escrever " +"ferramentas de desenvolvimento na Godot!" #: ../../docs/getting_started/step_by_step/filesystem.rst:96 msgid "Drawbacks" -msgstr "" +msgstr "Desvantagens" #: ../../docs/getting_started/step_by_step/filesystem.rst:98 msgid "" @@ -159,6 +213,11 @@ msgid "" "These references will have to be re-defined to point at the new asset " "location." msgstr "" +"Existem algumas desvantagens nesse design simples do sistema de arquivos. A " +"primeira questão é que a movimentação de ativos (renomeá-los ou movê-los de " +"um caminho para outro dentro do projeto) quebrará as referências existentes " +"a esses ativos. Essas referências terão que ser redefinidas para apontar " +"para o novo local do ativo." #: ../../docs/getting_started/step_by_step/filesystem.rst:103 msgid "" @@ -167,6 +226,11 @@ msgid "" "dependencies will have to be fixed manually (Godot detects this and helps " "you fix them anyway, but why going the hardest route?)." msgstr "" +"Para evitar isso, faça todas as suas movimentações, exclua e renomeie as " +"operações de dentro da Godot, na estação FileSystem. Nunca mova ativos de " +"fora da Godot, ou as dependências terão que ser consertadas manualmente " +"(Godot detecta isso e ajuda você a consertá-las de qualquer maneira, mas por " +"que seguir o caminho mais difícil?)." #: ../../docs/getting_started/step_by_step/filesystem.rst:108 msgid "" @@ -177,6 +241,13 @@ msgid "" "Linux, Android, etc. This may also apply to exported binaries, which use a " "compressed package to store all files." msgstr "" +"A segunda é que, no Windows e no MacOS, os nomes dos arquivos e dos caminhos " +"não diferenciam maiúsculas de minúsculas. Se um desenvolvedor que trabalha " +"em um sistema de arquivos host insensível a maiúsculas e minúsculas salva um " +"ativo como \"myfile.PNG\", mas o referencia como \"myfile.png\", ele " +"funcionará bem em sua plataforma, mas não em outras plataformas, como Linux, " +"Android, etc. Isso também pode se aplicar a exportados binários, que usam um " +"pacote compactado para armazenar todos os arquivos." #: ../../docs/getting_started/step_by_step/filesystem.rst:114 msgid "" @@ -184,3 +255,6 @@ msgid "" "files when working with Godot! One simple fool-proof convention is to only " "allow lowercase file and path names." msgstr "" +"É recomendado que sua equipe defina claramente uma convenção de nomenclatura " +"para arquivos ao trabalhar com Godot! Uma convenção simples é apenas " +"permitir nomes de arquivos e caminhos em minúsculas." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index a9fcf9eeea..fec8b7fe64 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -262,16 +262,15 @@ msgid "Open-source" msgstr "Código aberto" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:107 -#, fuzzy msgid "" "Godot offers a fully open-source codebase under the **MIT license.** This " "means all the technologies that ship with it have to be Free (as in freedom) " "as well. For the most part, they’re coded from the ground-up by contributors." msgstr "" -"O Godot oferece uma base de código totalmente open source sob a **licença " -"MIT**. Isso significa que todas as tecnologias que acompanham o produto têm " -"que ser Livres (como em liberdade) também. Na maior parte, eles são " -"codificados desde o início pelos colaboradores." +"O Godot oferece uma base de código totalmente aberto sob a **licença MIT**. " +"Isso significa que todas as tecnologias que acompanham o produto têm que ser " +"Livres (como em liberdade) também. Na maior parte, eles são codificados do " +"zero pelos colaboradores." #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:111 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po index 71b58e3085..55f0d45bd8 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po index 1e5f64f918..d76fd4d576 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index ff6fa90cec..3c4378f1a2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 04d2a28020..f763ad4d05 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po index e304822ba2..f1e446a0c1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,7 +23,7 @@ msgstr "Recursos" #: ../../docs/getting_started/step_by_step/resources.rst:7 msgid "Nodes and resources" -msgstr "" +msgstr "Nós e recursos" #: ../../docs/getting_started/step_by_step/resources.rst:9 msgid "" @@ -32,18 +32,27 @@ msgid "" "through them. There is another datatype that is equally important: :ref:" "`Resource `." msgstr "" +"Até agora, ref: `Nodes ` tem sido o tipo de dados mais " +"importante na Godot, já que a maioria dos comportamentos e recursos do " +"mecanismo são implementados através deles. Existe outro tipo de dados que é " +"igualmente importante: ref: `Resource `." #: ../../docs/getting_started/step_by_step/resources.rst:15 msgid "" "Where *Nodes* focus on behaviors, such as drawing a sprite, drawing a 3D " "model, physics, GUI controls, etc," msgstr "" +"Onde * Nodes * foca em comportamentos, como desenhar um sprite, desenhar um " +"modelo 3D, física, controles GUI, etc," #: ../../docs/getting_started/step_by_step/resources.rst:18 msgid "" "**Resources** are mere **data containers**. This means that they don't do " "any action nor process any information. Resources just contain data." msgstr "" +"** Recursos ** são meros ** contêineres de dados **. Isso significa que eles " +"não fazem nenhuma ação nem processam nenhuma informação. Recursos apenas " +"contêm dados." #: ../../docs/getting_started/step_by_step/resources.rst:22 msgid "" @@ -52,6 +61,10 @@ msgid "" "`, :ref:`AudioStream `, :ref:`Font " "`, :ref:`Translation `, etc." msgstr "" +"Exemplos de recursos são: ref: `Textura `,: ref: `Script " +"`,: ref: `Mesh `,: ref: `Animação " +"`,: ref: `AudioStream < class_AudioStream> `,: ref:` Fonte " +" `,: ref:` Tradução `, etc." #: ../../docs/getting_started/step_by_step/resources.rst:32 msgid "" @@ -59,6 +72,9 @@ msgid "" "(png, jpg), a script (.gd) or pretty much anything, that file is considered " "a resource." msgstr "" +"Quando Godot salva ou carrega (do disco) uma cena (.tscn ou .scn), uma " +"imagem (png, jpg), um script (.gd) ou praticamente qualquer coisa, esse " +"arquivo é considerado um recurso." #: ../../docs/getting_started/step_by_step/resources.rst:36 msgid "" @@ -68,6 +84,11 @@ msgid "" "corresponds with the fact that resources are just data containers, so there " "is no need to have them duplicated." msgstr "" +"Quando um recurso é carregado do disco, ** sempre é carregado uma vez **. " +"Isso significa que, se houver uma cópia desse recurso já carregada na " +"memória, tentar carregar o recurso novamente retornará a mesma cópia várias " +"vezes. Isso corresponde ao fato de que os recursos são apenas contêineres de " +"dados, portanto, não é necessário duplicá-los." #: ../../docs/getting_started/step_by_step/resources.rst:42 msgid "" @@ -77,22 +98,31 @@ msgid "" "nodes and resources can contain resources as properties. To make it a little " "more visual:" msgstr "" +"Normalmente, todos os objetos em Godot (Node, Resource ou qualquer outra " +"coisa) podem exportar propriedades, as propriedades podem ser de vários " +"tipos (como string, inteiros, Vector2, etc) e um desses tipos pode ser um " +"recurso. Isso significa que os nós e recursos podem conter recursos como " +"propriedades. Para torná-lo um pouco mais visual:" #: ../../docs/getting_started/step_by_step/resources.rst:51 msgid "External vs built-in" -msgstr "" +msgstr "Externo vs embutido" #: ../../docs/getting_started/step_by_step/resources.rst:53 msgid "" "The resource properties can reference resources in two ways, *external* (on " "disk) or **built-in**." msgstr "" +"As propriedades do recurso podem referenciar recursos de duas maneiras: * " +"externo * (no disco) ou ** interno **." #: ../../docs/getting_started/step_by_step/resources.rst:56 msgid "" "To be more specific, here's a :ref:`Texture ` in a :ref:" "`Sprite ` node:" msgstr "" +"Para ser mais específico, aqui está um: ref: `Texture ` em um " +"nó: ref: `Sprite `:" #: ../../docs/getting_started/step_by_step/resources.rst:61 msgid "" @@ -100,6 +130,9 @@ msgid "" "and edit the resources properties. One of the properties (path) shows where " "it comes from. In this case, it comes from a png image." msgstr "" +"Pressionar o botão \">\" no lado direito da visualização permite visualizar " +"e editar as propriedades dos recursos. Uma das propriedades (caminho) mostra " +"de onde vem. Neste caso, vem de uma imagem png." #: ../../docs/getting_started/step_by_step/resources.rst:67 msgid "" @@ -107,6 +140,9 @@ msgid "" "resource. If the path property is erased (or it never had a path to begin " "with), it is considered a built-in resource." msgstr "" +"Quando o recurso vem de um arquivo, ele é considerado um recurso * externo " +"*. Se a propriedade path for apagada (ou nunca teve um caminho para " +"começar), ela será considerada um recurso interno." #: ../../docs/getting_started/step_by_step/resources.rst:71 msgid "" @@ -118,26 +154,37 @@ msgid "" "loaded only once. That means, different Robi robot scenes instanced at the " "same time will still share the same image." msgstr "" +"Por exemplo, se o caminho \\ `\" res: //robi.png \"\\` for apagado da " +"propriedade \"path\" no exemplo acima e, em seguida, a cena for salva, o " +"recurso será salvo dentro do arquivo de cena .tscn , não mais referenciando " +"o \"robi.png\" externo. No entanto, mesmo se salvo como interno, e mesmo que " +"a cena possa ser instanciada várias vezes, o recurso sempre será carregado " +"apenas uma vez. Isso significa que diferentes cenas robóticas Robi " +"instanciadas ao mesmo tempo ainda compartilharão a mesma imagem." #: ../../docs/getting_started/step_by_step/resources.rst:80 msgid "Loading resources from code" -msgstr "" +msgstr "Carregando recursos do código" #: ../../docs/getting_started/step_by_step/resources.rst:82 msgid "" "Loading resources from code is easy. There are two ways to do it. The first " "is to use load(), like this:" msgstr "" +"Carregar recursos do código é fácil. Existem duas maneiras de fazer isso. O " +"primeiro é usar o load(), assim:" #: ../../docs/getting_started/step_by_step/resources.rst:101 msgid "" "The second way is more optimal, but only works with a string constant " "parameter, because it loads the resource at compile-time." msgstr "" +"A segunda maneira é mais ideal, mas só funciona com um parâmetro de " +"constante de string, porque ele carrega o recurso em tempo de compilação." #: ../../docs/getting_started/step_by_step/resources.rst:116 msgid "Loading scenes" -msgstr "" +msgstr "Carregando cenas" #: ../../docs/getting_started/step_by_step/resources.rst:117 msgid "" @@ -145,12 +192,17 @@ msgid "" "resources of type :ref:`PackedScene `. This means that " "the scene is packed inside a resource." msgstr "" +"Cenas também são recursos, mas há um problema. Cenas salvas no disco são " +"recursos do tipo: ref: `PackedScene `. Isso significa que " +"a cena é compactada dentro de um recurso." #: ../../docs/getting_started/step_by_step/resources.rst:121 msgid "" "To obtain an instance of the scene, the method :ref:`PackedScene.instance() " "` must be used." msgstr "" +"Para obter uma instância da cena, o método: ref: `PackedScene.instance () " +"` deve ser usado." #: ../../docs/getting_started/step_by_step/resources.rst:142 msgid "" @@ -158,6 +210,9 @@ msgid "" "(sets all the properties) and returns the root node of the scene, which can " "be added to any other node." msgstr "" +"Esse método cria os nós na hierarquia da cena, configura-os (define todas as " +"propriedades) e retorna o nó raiz da cena, que pode ser adicionado a " +"qualquer outro nó." #: ../../docs/getting_started/step_by_step/resources.rst:146 msgid "" @@ -168,10 +223,17 @@ msgid "" "each time. It is important to remember that, as always, images, meshes, etc " "are all shared between the scene instances." msgstr "" +"A abordagem tem várias vantagens. Como a função: ref: `PackedScene.instance " +"() ` é bastante rápida, adicionar conteúdo extra " +"à cena pode ser feito de forma eficiente. Novos inimigos, marcadores, " +"efeitos, etc podem ser adicionados ou removidos rapidamente, sem ter que " +"carregá-los novamente a partir do disco de cada vez. É importante lembrar " +"que, como sempre, imagens, malhas, etc são todos compartilhados entre as " +"instâncias da cena." #: ../../docs/getting_started/step_by_step/resources.rst:155 msgid "Freeing resources" -msgstr "" +msgstr "Liberando recursos" #: ../../docs/getting_started/step_by_step/resources.rst:157 msgid "" @@ -180,6 +242,11 @@ msgid "" "most cases, Resources are contained in Nodes, scripts or other resources, " "when a node is removed or freed, all the children resources are freed too." msgstr "" +"O recurso é extendido de: ref: `Reference `. Assim, quando " +"um recurso não estiver mais em uso, ele será automaticamente liberado. Como, " +"na maioria dos casos, os recursos estão contidos em nós, scripts ou outros " +"recursos, quando um nó é removido ou liberado, todos os recursos filhos são " +"liberados também." #: ../../docs/getting_started/step_by_step/resources.rst:164 msgid "Scripting" @@ -191,3 +258,6 @@ msgid "" "However, there isn't generally much of an advantage, as resources are just " "data containers." msgstr "" +"Como qualquer objeto em Godot, não apenas nós, os recursos também podem ser " +"roteirizados. No entanto, geralmente não há muita vantagem, pois os recursos " +"são apenas contêineres de dados." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 6064fcc403..944aba2a87 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 #: ../../docs/getting_started/step_by_step/scene_tree.rst:41 msgid "SceneTree" -msgstr "" +msgstr "Árvore de cena" #: ../../docs/getting_started/step_by_step/scene_tree.rst:7 msgid "Introduction" @@ -31,6 +31,8 @@ msgid "" "This is where things start getting abstract, but don't panic. There's not " "much more depth than this." msgstr "" +"É aqui que as coisas começam a ficar abstratas, mas não entre em pânico. Não " +"há muito mais profundidade do que isso." #: ../../docs/getting_started/step_by_step/scene_tree.rst:12 msgid "" @@ -38,6 +40,9 @@ msgid "" "Scenes are simply a collection of nodes. They become active once they enter " "the *scene tree*." msgstr "" +"Nos tutoriais anteriores, tudo girava em torno do conceito de nós. Cenas são " +"simplesmente uma coleção de nós. Elas se tornam ativos quando entram na * " +"árvore de cena *." #: ../../docs/getting_started/step_by_step/scene_tree.rst:16 msgid "" @@ -46,18 +51,27 @@ msgid "" "and write a script (or C++ code) that talks directly to the servers. But " "making a game that way would be a lot of work." msgstr "" +"Este conceito merece entrar em mais detalhes. Na verdade, o sistema de cena " +"não é nem mesmo um componente central da Godot, já que é possível ignorá-lo " +"e escrever um script (ou código C ++) que converse diretamente com os " +"servidores. Mas fazer um jogo assim seria muito trabalho." #: ../../docs/getting_started/step_by_step/scene_tree.rst:22 msgid "MainLoop" -msgstr "" +msgstr "Loop principal" #: ../../docs/getting_started/step_by_step/scene_tree.rst:24 +#, fuzzy msgid "" "The way Godot works internally is as follows. There is the :ref:`OS " "` class, which is the only instance that runs at the beginning. " "Afterwards, all drivers, servers, scripting languages, scene system, etc are " "loaded." msgstr "" +"A maneira como Godot trabalha internamente é a seguinte. Existe a classe: " +"ref: `OS `, que é a única instância que é executada no começo. " +"Depois disso, todos os drivers, servidores, linguagens de script, sistema de " +"cena, etc são carregados." #: ../../docs/getting_started/step_by_step/scene_tree.rst:29 msgid "" @@ -66,6 +80,11 @@ msgid "" "internals working (you can check main/main.cpp file in the source code if " "you are ever interested to see how this works internally)." msgstr "" +"Quando a inicialização estiver completa,: ref: `OS ` precisa ser " +"fornecido a: ref: `MainLoop ` para ser executado. Até este " +"ponto, tudo isso é funcionamento interno (você pode verificar o arquivo " +"main / main.cpp no código-fonte, se você estiver interessado em ver como " +"isso funciona internamente)." #: ../../docs/getting_started/step_by_step/scene_tree.rst:35 msgid "" @@ -74,18 +93,27 @@ msgid "" "(physics-synchronized callback), and input. Again, this is low level and " "when making games in Godot, writing your own MainLoop seldom makes sense." msgstr "" +"O programa do usuário, ou jogo, inicia no MainLoop. Essa classe tem alguns " +"métodos, para inicialização, ocioso (retorno de chamada com sincronia de " +"quadros), fixo (retorno de chamada com sincronização física) e entrada. " +"Novamente, isso é de baixo nível e ao fazer jogos na Godot, escrever seu " +"próprio MainLoop raramente faz sentido." #: ../../docs/getting_started/step_by_step/scene_tree.rst:43 msgid "" "One of the ways to explain how Godot works, is that it's a high level game " "engine over a low level middleware." msgstr "" +"Uma das maneiras de explicar como Godot funciona é que é um mecanismo de " +"jogo de alto nível sobre um middleware de baixo nível." #: ../../docs/getting_started/step_by_step/scene_tree.rst:46 msgid "" "The scene system is the game engine, while the :ref:`OS ` and " "servers are the low level API." msgstr "" +"O sistema de cena é o mecanismo do jogo, enquanto o: ref: `OS ` e " +"os servidores são a API de baixo nível." #: ../../docs/getting_started/step_by_step/scene_tree.rst:49 msgid "" @@ -93,12 +121,17 @@ msgid "" "`SceneTree `. This is automatically instanced and set when " "running a scene, no need to do any extra work." msgstr "" +"Em qualquer caso, o sistema de cena fornece seu próprio loop principal para " +"o SO,: ref: `SceneTree `. Isso é automaticamente " +"instanciado e definido ao executar uma cena, sem necessidade de qualquer " +"trabalho extra." #: ../../docs/getting_started/step_by_step/scene_tree.rst:54 msgid "" "It's important to know that this class exists because it has a few important " "uses:" msgstr "" +"É importante saber que essa classe existe porque tem alguns usos importantes:" #: ../../docs/getting_started/step_by_step/scene_tree.rst:57 msgid "" @@ -106,18 +139,25 @@ msgid "" "added as a child when it's first opened, to become part of the *Scene Tree* " "(more on that next)" msgstr "" +"Ele contém a raiz: ref: `Viewport `, para a qual uma cena é " +"adicionada como uma criança quando é aberta pela primeira vez, para se " +"tornar parte da * Scene Tree * (mais sobre isso a seguir)" #: ../../docs/getting_started/step_by_step/scene_tree.rst:60 msgid "" "It contains information about the groups, and has means to call all nodes in " "a group, or get a list of them." msgstr "" +"Ele contém informações sobre os grupos e tem meios para chamar todos os nós " +"de um grupo ou obter uma lista deles." #: ../../docs/getting_started/step_by_step/scene_tree.rst:62 msgid "" "It contains some global state functionality, such as setting pause mode, or " "quitting the process." msgstr "" +"Ela contém alguma funcionalidade de estado global, como configurar o modo de " +"pausa ou encerrar o processo." #: ../../docs/getting_started/step_by_step/scene_tree.rst:65 msgid "" @@ -125,16 +165,21 @@ msgid "" "` singleton can be obtained by simply calling :ref:`Node." "get_tree() `." msgstr "" +"Quando um nó é parte da Scene Tree, o singleton: ref: `SceneTree " +" pode ser obtido simplesmente chamando: ref:` Node.get_tree " +"() `." #: ../../docs/getting_started/step_by_step/scene_tree.rst:71 msgid "Root viewport" -msgstr "" +msgstr "Viewport raiz" #: ../../docs/getting_started/step_by_step/scene_tree.rst:73 msgid "" "The root :ref:`Viewport ` is always at the top of the scene. " "From a node, it can be obtained in two different ways:" msgstr "" +"A raiz: ref: `Viewport está sempre no topo da cena. De um " +"nó, ele pode ser obtido de duas maneiras diferentes:" #: ../../docs/getting_started/step_by_step/scene_tree.rst:88 msgid "" @@ -143,6 +188,10 @@ msgid "" "sense that the top of all nodes is always a node of this type, otherwise " "nothing would be seen!" msgstr "" +"Este nó contém o viewport principal, qualquer coisa que é filho de: ref: " +"`Viewport ` é desenhado dentro dele por padrão, então faz " +"sentido que o topo de todos os nós seja sempre um nó deste tipo, caso " +"contrário nada seria visto!" #: ../../docs/getting_started/step_by_step/scene_tree.rst:93 msgid "" @@ -150,22 +199,29 @@ msgid "" "and such), this one is the only one that is never created by the user. It's " "created automatically inside SceneTree." msgstr "" +"Enquanto outras viewports podem ser criadas na cena (para efeitos de tela " +"dividida e tal), esta é a única que nunca é criada pelo usuário. É criado " +"automaticamente dentro do SceneTree." #: ../../docs/getting_started/step_by_step/scene_tree.rst:98 msgid "Scene tree" -msgstr "" +msgstr "Árvore de cena" #: ../../docs/getting_started/step_by_step/scene_tree.rst:100 msgid "" "When a node is connected, directly or indirectly, to the root viewport, it " "becomes part of the *scene tree*." msgstr "" +"Quando um nó é conectado, direta ou indiretamente, à viewport raiz, ele se " +"torna parte da * árvore de cena *." #: ../../docs/getting_started/step_by_step/scene_tree.rst:103 msgid "" "This means that, as explained in previous tutorials, it will get the " "_enter_tree() and _ready() callbacks (as well as _exit_tree())." msgstr "" +"Isso significa que, como explicado nos tutoriais anteriores, ele obterá os " +"retornos de chamada _enter_tree () e _ready () (assim como _exit_tree ())." #: ../../docs/getting_started/step_by_step/scene_tree.rst:108 msgid "" @@ -174,26 +230,35 @@ msgid "" "notifications, play sound, groups, etc. When they are removed from the " "*scene tree*, they lose access." msgstr "" +"Quando os nós entram na * Scene Tree *, eles se tornam ativos. Eles têm " +"acesso a tudo o que precisam para processar, obter entrada, exibir 2D e 3D, " +"notificações, reproduzir sons, grupos etc. Quando são removidos da * árvore " +"de cena *, eles perdem o acesso." #: ../../docs/getting_started/step_by_step/scene_tree.rst:114 msgid "Tree order" -msgstr "" +msgstr "Ordem da árvore" #: ../../docs/getting_started/step_by_step/scene_tree.rst:116 +#, fuzzy msgid "" "Most node operations in Godot, such as drawing 2D, processing or getting " "notifications are done in tree order. This means that parents and siblings " "with a smaller rank in the tree order will get notified before the current " "node." msgstr "" +"A maioria das operações de nó na Godot, como desenhar 2D, processar ou obter " +"notificações, é feita em ordem de árvore. Isso significa que pais e irmãos " +"com uma classificação menor na ordem de árvore serão notificados antes do nó " +"atual." #: ../../docs/getting_started/step_by_step/scene_tree.rst:124 msgid "\"Becoming active\" by entering the *Scene Tree*" -msgstr "" +msgstr "\"Tornando-se ativo\" entrando na * Scene Tree *" #: ../../docs/getting_started/step_by_step/scene_tree.rst:126 msgid "A scene is loaded from disk or created by scripting." -msgstr "" +msgstr "Uma cena é carregada do disco ou criada pelo script." #: ../../docs/getting_started/step_by_step/scene_tree.rst:127 msgid "" @@ -201,12 +266,16 @@ msgid "" "child of the \"root\" Viewport (from SceneTree), or to any child or grand-" "child of it." msgstr "" +"O nó raiz dessa cena (apenas uma raiz, lembra?) É adicionado como um filho " +"da viewport \"root\" (de SceneTree), ou para qualquer filho ou neto dela." #: ../../docs/getting_started/step_by_step/scene_tree.rst:130 msgid "" "Every node of the newly added scene, will receive the \"enter_tree\" " "notification ( _enter_tree() callback in GDScript) in top-to-bottom order." msgstr "" +"Cada nó da cena recém-adicionada receberá a notificação \"enter_tree" +"\" (callback _enter_tree () no GDScript) na ordem de cima para baixo." #: ../../docs/getting_started/step_by_step/scene_tree.rst:133 msgid "" @@ -214,16 +283,22 @@ msgid "" "provided for convenience, when a node and all its children are inside the " "active scene." msgstr "" +"Uma notificação extra, \"ready\" (retorno de chamada _ready () no GDScript) " +"é fornecida por conveniência, quando um nó e todos os seus filhos estão " +"dentro da cena ativa." #: ../../docs/getting_started/step_by_step/scene_tree.rst:136 msgid "" "When a scene (or part of it) is removed, they receive the \"exit scene\" " "notification ( _exit_tree() callback in GDScript) in bottom-to-top order" msgstr "" +"Quando uma cena (ou parte dela) é removida, eles recebem a notificação " +"\"exit scene\" (retorno de chamada _exit_tree() na GDScript) na ordem de " +"baixo para cima" #: ../../docs/getting_started/step_by_step/scene_tree.rst:141 msgid "Changing current scene" -msgstr "" +msgstr "Alterando a cena atual" #: ../../docs/getting_started/step_by_step/scene_tree.rst:143 msgid "" @@ -231,6 +306,9 @@ msgid "" "another one. The simple way to do this is to use the :ref:`SceneTree." "change_scene() ` function:" msgstr "" +"Depois que uma cena é carregada, muitas vezes é desejado mudar essa cena " +"para outra. A maneira simples de fazer isso é usar a função: ref: `SceneTree." +"change_scene () `:" #: ../../docs/getting_started/step_by_step/scene_tree.rst:161 msgid "" @@ -241,3 +319,9 @@ msgid "" "be done manually using autoloads (see next chapter!) and :ref:" "`doc_background_loading`." msgstr "" +"Esta é uma maneira rápida e útil de trocar de cena, mas tem a desvantagem de " +"o jogo parar até que a nova cena seja carregada e executada. Em algum " +"momento do seu jogo, pode ser necessário criar telas de carregamento " +"adequadas com barra de progresso, indicadores animados ou carregamento de " +"thread (plano de fundo). Isso deve ser feito manualmente usando autoloads " +"(veja o próximo capítulo!) E: ref: `doc_background_loading`." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 1a69f33ff1..79f506b551 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po index 6f0b3c6e37..b8c67f62ab 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index da8b56c142..a89820d6b4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 331e97f99c..2f916973fa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,8 +18,9 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:4 +#, fuzzy msgid "Singletons (AutoLoad)" -msgstr "" +msgstr "Singletons (AutoLoad)" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:7 msgid "Introduction" @@ -30,16 +31,20 @@ msgid "" "Scene singletons are useful, catering to a common use case where you need to " "store persistent information between scenes." msgstr "" +"Singletons de cena são úteis, atendendo a um caso de uso comum em que você " +"precisa armazenar informações persistentes entre as cenas." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:12 msgid "Albeit powerful, the scene system by itself has a few drawbacks:" -msgstr "" +msgstr "Embora poderoso, o sistema de cena por si só tem algumas desvantagens:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:14 msgid "" "There is no common place to store information (e.g. a player's items etc.) " "required by more than one scene." msgstr "" +"Não há lugar comum para armazenar informações (por exemplo, itens de um " +"jogador, etc.) exigidas por mais de uma cena." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:16 msgid "" @@ -47,6 +52,10 @@ msgid "" "children to store information common to these child scenes, it is no longer " "possible to run these scenes by themselves and expect them to work correctly." msgstr "" +"Embora seja possível que uma cena carregue e descarregue outras cenas como " +"seus filhos para armazenar informações comuns a essas cenas filhas, não será " +"mais possível executar essas cenas sozinhas e esperar que elas funcionem " +"corretamente." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:20 msgid "" @@ -54,34 +63,44 @@ msgid "" "information can be loaded by scenes that require it, continuously saving and " "loading this data when changing scenes is cumbersome and may be slow." msgstr "" +"Embora a informação possa ser armazenada no disco em \\ `user: // \\` e esta " +"informação possa ser carregada por cenas que a exijam, salvar e carregar " +"continuamente esses dados ao alterar cenas é trabalhoso e pode ser lento." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:24 msgid "However there is still a need in Godot to create parts of a scene that:" msgstr "" +"No entanto, ainda há uma necessidade em Godot de criar partes de uma cena " +"que:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:26 msgid "Are always loaded, no matter which scene is opened from the editor" -msgstr "" +msgstr "São sempre carregados, não importa qual cena seja aberta no editor" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:27 msgid "" "Can store global variables, such as player information, items, money etc. " "and share information between scenes" msgstr "" +"Pode armazenar variáveis globais, como informações do jogador, itens, " +"dinheiro etc. e compartilhar informações entre cenas" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29 msgid "Can handle switching scenes and transitions" -msgstr "" +msgstr "Pode lidar com cenas de comutação e transições" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:30 msgid "" "Acts like a singleton, since GDScript does not support global variables by " "design." msgstr "" +"Atua como um singleton, já que o GDScript não suporta variáveis globais por " +"design." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32 +#, fuzzy msgid "Auto-loading nodes and scripts caters to this need." -msgstr "" +msgstr "Nós e scripts de carregamento automático atendem a essa necessidade." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:35 msgid "AutoLoad" @@ -92,28 +111,39 @@ msgid "" "You can use AutoLoad to load a scene, or a script that inherits from Node (a " "node will be created and the script will be set to it)." msgstr "" +"Você pode usar o Carregamento Automático para carregar uma cena ou um script " +"que herda do Nó (um nó será criado e o script será definido para ele)." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:40 +#, fuzzy msgid "" "To autoload a scene or script, select Project > Project Settings from the " "menu and switch to the AutoLoad tab. Each entry in the list requires a name, " "which is used as the name of the node, and the node is always added to the " "root viewport before any other scenes are loaded." msgstr "" +"Para carregar automaticamente uma cena ou script, selecione Projeto> " +"Configurações do Projeto no menu e alterne para a guia Carregamento " +"Automático. Cada entrada na lista requer um nome, que é usado como o nome do " +"nó, e o nó é sempre adicionado à viewport raiz antes que qualquer outra cena " +"seja carregada." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:47 msgid "" "This means that any node can access a singleton named \"playervariables\" " "with:" msgstr "" +"Isso significa que qualquer nó pode acessar um singleton chamado " +"\"playervariables\" com:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60 msgid "Or even simpler using the name directly:" -msgstr "" +msgstr "Ou ainda mais simples usando o nome diretamente:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73 +#, fuzzy msgid "Custom scene switcher" -msgstr "" +msgstr "Comutador de cena personalizado" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:75 msgid "" @@ -123,12 +153,19 @@ msgid "" "`doc_scene_tree`), so this method is for more complex behavior when " "switching between scenes." msgstr "" +"Este breve tutorial explicará como fazer um switcher de cena usando o " +"autoload. Para troca de cena simples, o método: ref: `SceneTree.change_scene " +"() ` é suficiente (descrito em: ref: " +"`doc_scene_tree`), então este método é para um comportamento mais complexo " +"ao alternar entre cenas." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81 msgid "" "First download the template from here: :download:`autoload.zip `, then open it." msgstr "" +"Primeiro faça o download do modelo aqui:: download: `autoload.zip ` e abra-o." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:84 msgid "" @@ -138,20 +175,27 @@ msgid "" "tscn. However, this currently does nothing and pressing the button does not " "work." msgstr "" +"Duas cenas estão presentes, scene_a.tscn e scene_b.tscn em um projeto vazio. " +"Cada um é idêntico e contém um botão conectado a um retorno de chamada para " +"alternar para a outra cena. Quando o projeto é executado, ele começa em " +"scene_a.tscn. No entanto, isso atualmente não faz nada e pressionar o botão " +"não funciona." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:91 msgid "global.gd" -msgstr "" +msgstr "global.gd" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:93 msgid "" "First of all, create a global.gd script. The easy way to create a resource " "from scratch is from the new resource button in the inspector tab:" msgstr "" +"Primeiramente, crie um script global.gd. O jeito mais fácil de criar um " +"recurso do zero é através do botão de novo recurso na guia Inspetor:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:98 msgid "Save the script as `global.gd`:" -msgstr "" +msgstr "Salve o script como `global.gd`:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:102 msgid "" @@ -160,10 +204,16 @@ msgid "" "the AutoLoad tab and add a new entry with name \"global\" that points to " "this file:" msgstr "" +"O script deve abrir no editor de script. O próximo pásso é adicioná-lo à " +"lista AutoLoad. Clique em Projeto > Configurações de Projeto no menu, mude " +"para a guia AutoLoad e adicione uma nova entrada com o nome \"global\" que " +"aponte para este arquivo:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:109 msgid "Now, whenever you run any of your scenes, the script is always loaded." msgstr "" +"Agora, sempre que você executar qualquer uma de suas cenas, o script será " +"sempre carregado." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:111 msgid "" @@ -172,17 +222,25 @@ msgid "" "root, but the autoloaded nodes are always first. This means that the last " "child of root is always the loaded scene." msgstr "" +"Voltando ao nosso script, a cena atual precisa ser recuperada na função " +"`_ready()`. Tanto a cena atual quanto `global.gd` são filhos do nó raiz, mas " +"os nós carregados automaticamente são sempre os primeiros. Isto significa " +"que o último filho da raiz é sempre a cena carregada." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:116 msgid "" "Note: Make sure that global.gd extends Node, otherwise it won't be loaded!" msgstr "" +"Nota: Se assegure de que global.gd extenda Node, caso contrário ele não será " +"carregado!" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:146 msgid "" "Next up is the function for changing the scene. This function frees the " "current scene and replaces it with the requested one." msgstr "" +"Em seguida vem a função para trocar de cena. Esta função libera a cena atual " +"e a substitui pela cena requisitada." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:218 msgid "" @@ -193,25 +251,36 @@ msgid "" "execution of the commands in the second function will happen at a later time " "when no code from the current scene is running." msgstr "" +"Como mencionado anteriormente, queremos evitar a situação em que a cena " +"atual é deletada enquanto em uso (código de suas funções sendo executado), " +"então usar :ref:`Object.call_deferred() ` é " +"desejado neste ponto. O resultado é que a execução dos comandos na segunda " +"função acontecerá num momento posterior em que nenhum código da cena atual " +"esteja rodando." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:226 msgid "" "Finally, all that is left is to fill the empty functions in scene_a.gd and " "scene_b.gd:" msgstr "" +"Finalmente, tudo que resta é completar as funções vazias em scene_a.gd e " +"scene_b.gd:" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:247 msgid "and" -msgstr "" +msgstr "e" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:267 msgid "" "Now if you run the project, you can switch between both scenes by pressing " "the button!" msgstr "" +"Agora se você roda o projeto, você pode trocar de cena pressionando o botão!" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:270 msgid "" "To load scenes with a progress bar, check out the next tutorial, :ref:" "`doc_background_loading`" msgstr "" +"Para carregar as cenas com uma barra de progresso, veja o próximo tutorial, :" +"ref:`doc_background_loading`" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 5255cacc77..87d68f4663 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,17 +19,20 @@ msgstr "" #: ../../docs/getting_started/step_by_step/splash_screen.rst:4 msgid "Splash screen" -msgstr "" +msgstr "Tela de abertura" #: ../../docs/getting_started/step_by_step/splash_screen.rst:7 msgid "Tutorial" -msgstr "" +msgstr "Tutorial" #: ../../docs/getting_started/step_by_step/splash_screen.rst:9 msgid "" "This is a simple tutorial to establish the basic idea of how the GUI " "subsystem works. The goal is to create a simple, static splash screen." msgstr "" +"Este é um tutorial simples para estabelecer a ideia básica de como o " +"subsistema da GUI funciona. O objetivo é criar uma tela inicial simples e " +"estática." #: ../../docs/getting_started/step_by_step/splash_screen.rst:15 msgid "" @@ -37,27 +40,37 @@ msgid "" "can be placed directly in your project folder and Godot will import them " "automatically." msgstr "" +"A seguir, um arquivo com os ativos que serão usados. Os arquivos extraídos " +"podem ser colocados diretamente na pasta do seu projeto e Godot irá importá-" +"los automaticamente." #: ../../docs/getting_started/step_by_step/splash_screen.rst:18 +#, fuzzy msgid ":download:`robisplash_assets.zip `." -msgstr "" +msgstr ":download:`robisplash_assets.zip `." #: ../../docs/getting_started/step_by_step/splash_screen.rst:21 msgid "Setting up" -msgstr "" +msgstr "Configurando" #: ../../docs/getting_started/step_by_step/splash_screen.rst:23 msgid "" "Set the display resolution to 800x450 in Project Settings, and set up a new " "scene like this:" msgstr "" +"Defina a resolução de exibição para 800x450 em Configurações do projeto e " +"configure uma nova cena como esta:" #: ../../docs/getting_started/step_by_step/splash_screen.rst:27 +#, fuzzy msgid "" "The nodes \"background\" and \"logo\" are of :ref:`TextureRect " "` type. To display an image, drag the corresponding asset " "to the texture property." msgstr "" +"Os nós \"background\" e \"logo\" são do tipo: ref: `TextureRect " +"`. Para exibir uma imagem, arraste o ativo correspondente " +"para a propriedade texture." #: ../../docs/getting_started/step_by_step/splash_screen.rst:32 msgid "" @@ -65,17 +78,23 @@ msgid "" "several images for different states, but only the normal and pressed will be " "supplied in this example:" msgstr "" +"O nó \"start\" é um: ref: `TextureButton `. São " +"necessárias várias imagens para estados diferentes, mas somente o estado " +"normal e pressionado serão conhecidos neste exemplo:" #: ../../docs/getting_started/step_by_step/splash_screen.rst:38 msgid "Finally, the node \"copyright\" is a :ref:`Label `." -msgstr "" +msgstr "Finalmente, o nó \"copyright\" é um: ref: `Label `." #: ../../docs/getting_started/step_by_step/splash_screen.rst:40 msgid "Your final scene should look something like this." -msgstr "" +msgstr "Sua cena final deve ser algo como isto." #: ../../docs/getting_started/step_by_step/splash_screen.rst:44 +#, fuzzy msgid "" "Go ahead and run the project. If you're satisfied with the results, " "continue to the next tutorial." msgstr "" +"Vá em frente e execute o projeto. Se você estiver satisfeito com os " +"resultados, continue no próximo tutorial." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index c05ab02cb2..8b12641b5e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,12 +105,10 @@ msgstr "" "a barra de vida seja atualizada quando o jogador sofrer dano." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:45 -#, fuzzy msgid "To do this, we will use **signals**." -msgstr "Para fazer isso, usaremos ** sinais **." +msgstr "Para fazer isso, usaremos **sinais**." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:49 -#, fuzzy msgid "" "Signals are Godot's version of the Observer pattern. They allow us to send " "out some message. Other nodes can connect to the object that **emits** the " @@ -121,14 +119,14 @@ msgid "" "information on check out the `signals video tutorial `_ on GDquest." msgstr "" -"Sinais são a versão do padrão da Godot. Eles nos permitem enviar algumas " -"mensagens. Outros podem nos conectar ao objeto que **emits** emite o sinal e " -"receber as informações. É uma ferramenta poderosa que usamos muito para " -"Interface de Usuário e sistemas de conquistas. Embora você não queira usá-" -"los em todos os lugares. Conectar dois nós adiciona algum acoplamento entre " -"eles. Quando há muitas conexões, elas se tornam difíceis de gerenciar. Para " -"mais informações sobre o check-out, consulte o tutorial sobre sinais de " -"vídeo `_ no GDquest." +"Sinais são a versão Godot do padrão Observador. Eles nos permitem enviar " +"algumas mensagens. Outros nós podem se conectar ao objeto que **emite** o " +"sinal e receber as informações. É uma ferramenta poderosa que usamos muito " +"para Interface de Usuário e sistemas de conquistas. Contudo, você não quer " +"usá-los em todos os lugares. Conectar dois nós adiciona algum acoplamento " +"entre eles. Quando há muitas conexões, elas se tornam difíceis de gerenciar. " +"Para mais informações, consulte o `tutorial em vídeo sobre sinais `_ no GDquest." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:53 msgid "Download and explore the start project" @@ -187,13 +185,12 @@ msgid "The scene tree, with the GUI scene set to display its children" msgstr "A árvore de cena, com a cena GUI configurada para exibir seus filhos" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:77 -#, fuzzy 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 "" -"A cena GUI encapsula toda a interface do usuário do jogo. Ele vem com um " -"script de barebones onde obtemos o caminho para os nós que existem dentro da " +"A cena GUI encapsula toda a interface do usuário do jogo. Ela vem com um " +"roteiro rascunhado, onde obtemos o caminho para os nós que existem dentro da " "cena:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:105 @@ -216,7 +213,6 @@ msgstr "" "qualquer valor ou método de qualquer outro nó" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:113 -#, fuzzy msgid "" "The project uses a simple organisation that works for game jams and tiny " "games." @@ -296,17 +292,16 @@ msgstr "" "para o` GUI` em vez disso:`health / max_health * 100`." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:143 -#, fuzzy 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 "" -"Clique no ícone de script à direita da `` GUI`` na doca Scene para abrir seu " -"script. Na função `` _ready``, vamos armazenar `` max_health`` do `` " -"Player`` em uma nova variável e usá-la para definir `` max_value`` do `` " -"bar`` :" +"Clique no ícone de roteiro à direita da `` GUI`` no painel Cena para abrir " +"seu roteiro. Na função ``_ready``, vamos armazenar ``max_health`` do " +"``Player`` em uma nova variável e usá-la para definir o ``max_value`` do " +"``bar``:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:164 msgid "" @@ -351,7 +346,6 @@ msgstr "" "jogador já perdeu alguma vida." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:184 -#, fuzzy 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 " @@ -361,12 +355,12 @@ msgid "" "to set everything up and prepare the game session. Learn more about _ready: :" "doc:`scripting_continued`" msgstr "" -"Quando você abre uma cena no jogo, Godot cria nós um por um, seguindo a " -"ordem no seu Dock de cena, de cima para baixo. `GUI` e` Player` não fazem " -"parte do mesmo ramo de nó. Para ter certeza de que ambos existem quando nos " -"acessamos, temos que usar a função `_ready`. Godot chama `_ready` logo após " -"carregar todos os nós, antes do jogo começar. É a função perfeita para " -"configurar tudo e preparar a sessão do jogo. Saiba mais sobre _ready:: doc: " +"Quando você abre uma cena no jogo, Godot cria os nós um por um, seguindo a " +"ordem no seu painel Cena, de cima para baixo. `GUI` e `Player` não fazem " +"parte do mesmo ramo de nó. Para ter certeza de que ambos existem quando nós " +"os acessamos, temos que usar a função `_ready`. Godot chama `_ready` logo " +"após carregar todos os nós, antes do jogo começar. É a função perfeita para " +"configurar tudo e preparar a sessão do jogo. Saiba mais sobre _ready: :doc:" "`scripting_continued`" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:188 @@ -395,7 +389,6 @@ msgstr "" "`health_changed`." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:197 -#, fuzzy 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 " @@ -406,18 +399,16 @@ msgid "" "a second and you'll likely break the game because of the order in which the " "code runs." msgstr "" -"Por que nós não obtemos diretamente o nó `` Player`` na função `` _process`` " -"e olhamos o valor de saúde? O acesso aos nós dessa maneira cria um " -"acoplamento firme entre eles. Se você fez isso com moderação, pode " -"funcionar. Conforme seu jogo cresce, você pode ter muito mais conexões. Se " -"você conseguir os nós dessa maneira, fica complexo rapidamente. Não só isso: " -"você precisa ouvir a mudança de estado constantemente na função `` " -"_process``. Essa verificação acontece 60 vezes por segundo e você " -"provavelmente quebrará o jogo por causa da ordem na qual o código é " -"executado." +"Por que nós não pegamos diretamente o nó ``Player`` na função ``_process`` e " +"olhamos o valor de saúde? Acessar nós dessa maneira cria um acoplamento " +"firme entre eles. Se você faz isso com moderação, pode funcionar. Conforme " +"seu jogo cresce, você pode ter muito mais conexões. Se você pegar nós dessa " +"maneira, as coisas ficam complexas rapidamente. Não só isso: você precisa " +"ouvir a mudança de estado constantemente na função ``_process``. Essa " +"verificação acontece 60 vezes por segundo e você provavelmente quebrará o " +"jogo por causa da ordem na qual o código é executado." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:206 -#, fuzzy 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 " @@ -426,12 +417,12 @@ msgid "" "information. And you will update the state of your connected node *right " "after* the change happened." msgstr "" -"Em um determinado quadro, você pode olhar para a propriedade de outro nó * " -"antes de * ele ser atualizado: você obtém um valor do último quadro. Isso " +"Em um determinado quadro, você pode olhar para a propriedade de outro nó " +"*antes* de ele ser atualizado: você obtém um valor do último quadro. Isso " "leva a erros obscuros que são difíceis de corrigir. Por outro lado, um sinal " -"é emitido logo após a ocorrência de uma mudança. Isso garante que você está " -"recebendo uma nova informação. E você irá atualizar o estado do seu nó " -"conectado * logo após * a mudança aconteceu." +"é emitido logo após a ocorrência de uma mudança. Isso **garante** que você " +"está recebendo uma informação recente. E você irá atualizar o estado do seu " +"nó conectado *logo após* a mudança acontecer." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:215 msgid "" @@ -444,6 +435,15 @@ msgid "" "gameprogrammingpatterns.com/observer.html>`_. The `full book `_ is available online for free." msgstr "" +"O padrão Observador, de onde os sinais derivam, ainda adiciona um pouco de " +"acoplamento entre os ramos do nó. Mas geralmente é mais leve e mais seguro " +"do que acessar nós diretamente para se comunicar entre duas classes " +"separadas. Pode ser bom para um nó pai obter valores de seus filhos. Mas " +"você vai querer favorecer sinais se estiver trabalhando com dois ramos " +"separados. Leia os Padrões de Programação de Jogos para mais informações " +"sobre o 'Observer pattern ' . O `livro completo ` _ está disponível online gratuitamente." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:219 msgid "" @@ -452,24 +452,31 @@ msgid "" "and click on the Node tab. This is the place to connect nodes to listen the " "one you selected." msgstr "" +"Com isso em mente, vamos conectar a ``GUI`` ao ``Player``. Clique no nó " +"``Player`` no painel Cena para selecioná-lo. Vá até o Inspetor e clique na " +"guia Nó. Este é o lugar para conectar nós para escutar aquele que você " +"selecionou." #: ../../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 "" +"A primeira seção lista os sinais personalizados definidos em `` player.GD``:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:226 msgid "" "``died`` is emitted when the character died. We will use it in a moment to " "hide the UI." msgstr "" +"``died`` (\"morreu\") é emitido quando o personagem morre. Vamos usá-lo em " +"um momento para esconder a interface do usuário." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:228 msgid "``health_changed`` is emitted when the character got hit." -msgstr "" +msgstr "`` health_changed`` é emitido quando o personagem é atingido." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:232 msgid "We're connecting to the health\\_changed signal" -msgstr "" +msgstr "Estamos nos conectando ao sinal health\\_changed" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:234 msgid "" @@ -481,26 +488,38 @@ msgid "" "too many arguments using this window as they're less convenient than doing " "it from the code." msgstr "" +"Selecione ``health_changed`` e clique no botão Conectar no canto inferior " +"direito para abrir a janela Conectar Sinal. No lado esquerdo, você pode " +"escolher o nó que escutará este sinal. Selecione o nó ``GUI``. O lado " +"direito da tela permite empacotar valores opcionais com o sinal. Nós já " +"cuidamos disso em ``player.GD``. Em geral, eu recomendo não adicionar muitos " +"argumentos usando esta janela, já que eles são menos convenientes do que " +"fazer a partir do código." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:244 msgid "The Connect Signal window with the GUI node selected" -msgstr "" +msgstr "A janela Conectar Sinal com o nó GUI selecionado" #: ../../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 "" +"Você pode, opcionalmente, conectar nós do código. Mas fazê-lo do editor tem " +"duas vantagens:" #: ../../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 "" +"Godot pode escrever novas funções de retorno de chamada para você no script " +"conectado" #: ../../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 "" +"Um ícone de emissor aparece ao lado do nó que emite o sinal na doca Scene" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:253 msgid "" @@ -513,6 +532,14 @@ msgid "" "creates the method inside the ``GUI`` node. The script editor opens with the " "cursor inside a new ``_on_player_health_changed`` function." msgstr "" +"Na parte inferior da janela, você encontrará o caminho para o nó " +"selecionado. Estamos interessados na segunda linha chamada \"Método no Nó\". " +"Este é o método no nó `` GUI`` que é chamado quando o sinal é emitido. Este " +"método recebe os valores enviados com o sinal e permite processá-los. Se " +"você olhar para a direita, há um botão de opção \"Make Function\" que está " +"ativado por padrão. Clique no botão de conexão na parte inferior da janela. " +"Godot cria o método dentro do nó `` GUI``. O editor de script é aberto com o " +"cursor dentro de uma nova função `` _on_player_health_changed``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:265 msgid "" @@ -521,10 +548,14 @@ msgid "" "method already, the \"Make Function\" option will keep it. You may replace " "the name with anything you'd like." msgstr "" +"Quando você conecta nós no editor, Godot gera um nome de método com o " +"seguinte padrão: `` _on_EmitterName_signal_name``. Se você já escreveu o " +"método, a opção \"Make Function\" irá mantê-lo. Você pode substituir o nome " +"com o que quiser." #: ../../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 "" +msgstr "Godot escreve o método de callback para você e leva você até ele" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:274 msgid "" @@ -532,6 +563,9 @@ msgid "" "When the player emits the ``health_changed`` signal it will send its current " "``health`` alongside it. Your code should look like:" msgstr "" +"Dentro dos parênteses após o nome da função, adicione um argumento " +"``player_health``. Quando o jogador emite o sinal ``health_changed``, ele " +"enviará sua ``health`` atual juntamente. Seu código deve se parecer com:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:292 msgid "" @@ -540,53 +574,70 @@ msgid "" "follows the official `C# naming conventions. `_" msgstr "" +"A engine não converte PascalCase para snake_case, por exemplos em C # " +"estaremos usando PascalCase para nomes de métodos e camelCase para " +"parâmetros de métodos que seguem as convenções oficiais de nomenclatura `C " +"#. `_" #: ../../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 "" +"No Player.gd, quando o Player emite o sinal health \\ _changed, ele também " +"envia seu valor de integridade" #: ../../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 "" +"Dentro de `` _on_Player_health_changed`` vamos chamar uma segunda função " +"chamada `` update_health`` e passar a variável `` player_health``." #: ../../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 "" +"Poderíamos atualizar diretamente o valor de saúde em `LifeBar` e` Number`. " +"Existem duas razões para usar este método:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:309 msgid "" "The name makes it clear for our future selves and teammates that when the " "player took damage, we update the health count on the GUI" msgstr "" +"O nome deixa claro para os nossos futuros eus e companheiros de equipe que, " +"quando o jogador levou dano, nós atualizamos a contagem de saúde na GUI" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:310 msgid "We will reuse this method a bit later" -msgstr "" +msgstr "Nós vamos reutilizar este método um pouco mais tarde" #: ../../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 "" +"Crie um novo método `` update_health`` abaixo de `` " +"_on_Player_health_changed``. Leva um novo valor como seu único argumento:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:326 msgid "This method needs to:" -msgstr "" +msgstr "Este método precisa:" #: ../../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 "" +"setar o `` text`` do nó `` Number`` para `` new_value`` convertido para uma " +"string" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:330 msgid "set the ``TextureProgress``'s ``value`` to ``new_value``" -msgstr "" +msgstr "setar `` value`` do `` TextureProgress`` para `` new_value``" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:349 msgid "" @@ -594,6 +645,9 @@ msgid "" "``Number``'s ``text`` property requires a string so we can't assign it to " "``new_value`` directly" msgstr "" +"`` str`` é uma função interna que converte qualquer valor em texto. A " +"propriedade `` text`` do `` Number`` requer uma string, então não podemos " +"atribuí-la ao `` new_value`` diretamente" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:353 msgid "" @@ -602,16 +656,21 @@ msgid "" "of the game. Press F5 to test the game: the life bar updates with every " "attack!" msgstr "" +"Também chame `` update_health`` no final da função `` _ready`` para " +"inicializar o `` text`` do nó `` Number`` com o valor correto no início do " +"jogo. Pressione F5 para testar o jogo: a barra de vida é atualizada a cada " +"ataque!" #: ../../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 "" +"O nó Number e o TextureProgress são atualizados quando o Player recebe um hit" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:364 msgid "Animate the loss of life with the Tween node" -msgstr "" +msgstr "Animar a perda de vida com o nó Tween" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:366 msgid "" @@ -622,6 +681,12 @@ msgid "" "``TextureProgress`` from its current level to the ``Player``'s new " "``health`` when the character takes damage." msgstr "" +"Nossa interface é funcional, mas pode usar alguma animação. Essa é uma boa " +"oportunidade para introduzir o nó `` Tween``, uma ferramenta essencial para " +"animar propriedades. `` Tween`` anima tudo o que você quiser desde o início " +"até o final de uma determinada duração. Por exemplo, ele pode animar a saúde " +"no `` TextureProgress`` do seu nível atual para o novo `` health`` do `` " +"Player`` quando o personagem recebe dano." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:373 msgid "" @@ -629,46 +694,54 @@ msgid "" "``tween`` variable. Let's now use it. We have to make some changes to " "``update_health``." msgstr "" +"A cena `` GUI`` já contém um nó filho `` Tween`` armazenado na variável `` " +"tween``. Vamos agora usá-lo. Nós temos que fazer algumas mudanças em `` " +"update_health``." #: ../../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 "" +"Nós usaremos o método `` interpolate_property`` do nó `` Tween``. São " +"necessários sete argumentos:" #: ../../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 "" +msgstr "Uma referência ao nó que possui a propriedade para animar" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:381 msgid "The property's identifier as a string" -msgstr "" +msgstr "O identificador da propriedade como uma string" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:382 msgid "The starting value" -msgstr "" +msgstr "O valor inicial" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:383 msgid "The end value" -msgstr "" +msgstr "O valor final" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:384 msgid "The animation's duration in seconds" -msgstr "" +msgstr "A duração da animação em segundos" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:385 msgid "The type of the transition" -msgstr "" +msgstr "O tipo da transição" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:386 msgid "The easing to use in combination with the equation." -msgstr "" +msgstr "O alívio para usar em combinação com a equação." #: ../../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 "" +"Os dois últimos argumentos combinados correspondem a uma equação de " +"atenuação <#> `__. Isso controla como o valor evolui do início ao ponto " +"final." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:392 msgid "" @@ -678,6 +751,11 @@ msgid "" "not to animate text directly. We're going to use it to animate a new ``GUI`` " "variable named ``animated_health``." msgstr "" +"Clique no ícone do script ao lado do nó `` GUI`` para abri-lo novamente. O " +"nó `` Number`` precisa de texto para se atualizar, e a `` Bar`` precisa de " +"um float ou um inteiro. Podemos usar `` interpolate_property`` para animar " +"um número, mas não para animar o texto diretamente. Vamos usá-lo para animar " +"uma nova variável `` GUI`` chamada `` animated_health``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:398 msgid "" @@ -687,10 +765,14 @@ msgid "" "``animated_health`` value. Call the ``Tween`` node's " "``interpolate_property`` method:" msgstr "" +"No topo do script, defina uma nova variável, nomeie-a como `` " +"animated_health`` e defina seu valor como 0. Navegue de volta para o método " +"`` update_health`` e limpe seu conteúdo. Vamos animar o valor `` " +"animated_health``. Chame o método `` interpolate_property`` do nó `` Tween``:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:420 msgid "Let's break down the call:" -msgstr "" +msgstr "Vamos dividir a ligação:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:426 msgid "" @@ -698,6 +780,9 @@ msgid "" "``Tween``'s interpolate\\_property takes the property's name as a string. " "That's why we write it as ``\"animated_health\"``." msgstr "" +"Nosso alvo é `` animated_health`` em `` self``, isto é, o nó `` GUI``. A " +"interpolação de `` Tween`` \\ _property toma o nome da propriedade como uma " +"string. É por isso que nós escrevemos como `` \"animated_health\" ``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:434 msgid "" @@ -706,6 +791,10 @@ msgid "" "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 "" +"O ponto de partida é o valor atual em que a barra está. Nós ainda temos que " +"codificar esta parte, mas ela será `` animated_health``. O ponto final da " +"animação é `` health`` do `` Player`` depois do `` health_changed``: é `` " +"new_value``. E `` 0.6`` é a duração da animação em segundos." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:444 msgid "" @@ -714,6 +803,10 @@ msgid "" "do anything with a linear transition, but we must provide this last argument " "or we'll get an error." msgstr "" +"Os dois últimos argumentos são constantes da classe `` Tween``. `` " +"TRANS_LINEAR`` significa que a animação deve ser linear. `` EASE_IN`` não " +"faz nada com uma transição linear, mas devemos fornecer este último " +"argumento ou obteremos um erro." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:449 msgid "" @@ -721,6 +814,9 @@ msgid "" "``tween.start()``. We only have to do this once if the node is not active. " "Add this code after the last line:" msgstr "" +"A animação não será reproduzida até que ativemos o nó `` Tween`` com `` " +"tween.start () ``. Nós só temos que fazer isso uma vez se o nó não estiver " +"ativo. Adicione este código após a última linha:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:468 msgid "" @@ -731,20 +827,28 @@ msgid "" "`tween` node is perfect for code-controlled animations. For hand-made " "animations, check out `AnimationPlayer`." msgstr "" +"Embora possamos animar a propriedade `health` no` Player`, não devemos. " +"Personagens devem perder a vida instantaneamente quando são atingidos. Isso " +"torna muito mais fácil gerenciar seu estado, como saber quando um morreu. " +"Você sempre deseja armazenar animações em um contêiner de dados ou nó " +"separado. O nó `tween` é perfeito para animações controladas por código. " +"Para animações feitas à mão, confira `AnimationPlayer`." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:471 msgid "Assign the animated\\_health to the LifeBar" -msgstr "" +msgstr "Atribuir a \\ _health animada para o LifeBar" #: ../../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 "" +"Agora a variável `` animated_health`` anima, mas nós não atualizamos mais os " +"nós `` Bar`` e `` Number``. Vamos consertar isso." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:476 msgid "So far, the update\\_health method looks like this:" -msgstr "" +msgstr "Até agora, o método update \\ _health se parece com isto:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:500 msgid "" @@ -752,12 +856,17 @@ msgid "" "the ``_process`` method to animate it. Let's now update the ``Number`` and " "``TextureProgress`` nodes like before, inside of ``_process``:" msgstr "" +"Neste caso específico, porque `` number_label`` recebe texto, nós precisamos " +"usar o método `` _process`` para animá-lo. Vamos agora atualizar os nós `` " +"Number`` e `` TextureProgress`` como antes, dentro de `` _process``:" #: ../../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 "" +"`number_label` e` bar` são variáveis que armazenam referências aos nós " +"`Number` e` TextureProgress`." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:524 msgid "" @@ -765,10 +874,13 @@ msgid "" "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 "" +"Jogue o jogo para ver a barra animar suavemente. Mas o texto exibe o número " +"decimal e parece uma bagunça. E considerando o estilo do jogo, seria bom " +"para a barra de vida para animar de uma forma mais bonita." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:530 msgid "The animation is smooth but the number is broken" -msgstr "" +msgstr "A animação é suave, mas o número está quebrado" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:532 msgid "" @@ -776,16 +888,22 @@ msgid "" "variable named ``round_value`` to store the rounded ``animated_health``. " "Then assign it to ``number_label.text`` and ``bar.value``:" msgstr "" +"Podemos consertar ambos os problemas, completando `` animated_health``. Use " +"uma variável local chamada `` round_value`` para armazenar o `` " +"animated_health`` arredondado. Em seguida, atribua-o a `` number_label." +"text`` e `` bar.value``:" #: ../../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 "" +msgstr "Rode o jogo novamente para ver uma bela animação em blocos." #: ../../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 "" +"Ao arredondar animated\\_health, acertamos dois coelhos com uma só cajadada" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:562 +#, fuzzy msgid "" "Every time the player takes a hit, the ``GUI`` calls " "``_on_Player_health_changed``, which in turn calls ``update_health``. This " @@ -794,34 +912,50 @@ msgid "" "gradually is a trick. It makes the GUI feel alive. If the ``Player`` takes 3 " "damage, it happens in an instant." msgstr "" +"Toda vez que o jogador recebe um hit, o `` GUI`` chama `` " +"_on_Player_health_changed``, que por sua vez chama `` update_health``. Isto " +"atualiza a animação e o `` number_label`` e `` bar`` seguem em `` " +"_process``. A barra de vida animada que mostra a saúde a baixando " +"gradualmente é um truque. Faz a GUI parecer viva. Se o `` Player`` receber 3 " +"de dano, isso acontece em um instante." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:570 msgid "Fade the bar when the Player dies" -msgstr "" +msgstr "Clareia a barra quando o jogador morre" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:572 +#, fuzzy 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 "" +"Quando o personagem verde morre, ele executa uma animação de morte e " +"desaparece. Neste ponto, não devemos mais mostrar a interface. Vamos " +"desaparecer também quando o personagem morrer. Vamos reutilizar o mesmo nó " +"`` Tween`` enquanto ele gerencia múltiplas animações em paralelo para nós." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:577 +#, fuzzy msgid "" "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to " "know when it 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 "" +"Primeiro, o `` GUI`` precisa se conectar ao sinal `` died`` do `` Player`` " +"para saber quando ele morreu. Pressione: kbd: `F1` para voltar ao espaço de " +"trabalho 2D. Selecione o nó `` Player`` na doca Scene e clique na aba Node " +"ao lado do Inspector." #: ../../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 "" +msgstr "Encontre o sinal `` morreu``, selecione-o e clique no botão Conectar." #: ../../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 "" +msgstr "O sinal já deve ter o inimigo conectado a ele" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:588 msgid "" @@ -831,10 +965,15 @@ msgid "" "the bottom of the window. This will take you to the ``GUI.gd`` file in the " "Script Workspace." msgstr "" +"Na janela Connecting Signal, conecte-se ao nó `` GUI`` novamente. O caminho " +"para o nó deve ser `` ../../ GUI`` e o método no nó deve mostrar `` " +"_on_Player_died``. Deixe a opção Make Function ativada e clique em Connect " +"na parte inferior da janela. Isso levará você ao arquivo `` GUI.gd`` no " +"espaço de trabalho do Script." #: ../../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 "" +msgstr "Você deve obter esses valores na janela Conectando um sinal" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:600 msgid "" @@ -842,12 +981,18 @@ msgid "" "information, we emit a new signal. Use them wisely: the more connections you " "add, the harder they are to track." msgstr "" +"Você deve ver um padrão agora: toda vez que a GUI precisar de uma nova " +"informação, emitimos um novo sinal. Use-os com sabedoria: quanto mais " +"conexões você adicionar, mais difícil será rastrear." #: ../../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 "" +"Para animar um fade em um elemento da interface do usuário, temos que usar " +"sua propriedade `` modulate``. `` modulate`` é uma `` Cor`` que multiplica " +"as cores de nossas texturas." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:608 msgid "" @@ -855,6 +1000,9 @@ msgid "" "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 "" +"`modulate` vem da classe` CanvasItem`, todos os nós 2D e UI são herdados. " +"Ele permite que você alterne a visibilidade do nó, atribua um sombreador a " +"ele e modifique-o usando uma cor com `modulate`." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:610 msgid "" @@ -862,6 +1010,9 @@ msgid "" "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 "" +"`` modulate`` recebe um valor `` Color`` com 4 canais: vermelho, verde, azul " +"e alfa. Se escurecermos qualquer um dos três primeiros canais, escurecerá a " +"interface. Se abaixarmos o canal alfa, nossa interface desaparece." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:614 msgid "" @@ -871,6 +1022,11 @@ msgid "" "``_on_Player_died`` method and name them ``start_color`` and ``end_color``. " "Use the ``Color()`` constructor to build two ``Color`` values." msgstr "" +"Vamos interpor entre dois valores de cores: de um branco com um alfa de `` " +"1``, isto é, com opacidade total, a um branco puro com um valor alfa de `` " +"0``, completamente transparente. Vamos adicionar duas variáveis no topo do " +"método `` _on_Player_died`` e nomea-las `` start_color`` e `` end_color``. " +"Use o construtor `` Color () `` para construir dois valores `` Color``." #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:636 msgid "" @@ -878,12 +1034,17 @@ msgid "" "respectively ``1.0`` and ``0.0`` in ``start_color`` and ``end_color``, is " "the alpha channel." msgstr "" +"`` Color (1.0, 1.0, 1.0) `` corresponde ao branco. O quarto argumento, " +"respectivamente `` 1.0`` e `` 0.0`` em `` start_color`` e `` end_color``, é " +"o canal alfa." #: ../../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 "" +"Nós então temos que chamar o método `` interpolate_property`` do nó `` " +"Tween`` novamente:" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:653 msgid "" @@ -892,14 +1053,18 @@ msgid "" "linear transition. Here again, because the transition is linear, the easing " "does not matter. Here's the complete ``_on_Player_died`` method:" msgstr "" +"Desta vez nós mudamos a propriedade `` modulate`` e a animamos de `` " +"start_color`` para `` end_color``. A duração é de um segundo, com uma " +"transição linear. Aqui, novamente, porque a transição é linear, o alívio não " +"importa. Aqui está o método `` _on_Player_died`` completo:" #: ../../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 "" +msgstr "E é isso. Agora você pode jogar o jogo para ver o resultado final!" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:682 msgid "The final result. Congratulations for getting there!" -msgstr "" +msgstr "O resultado, final Parabéns por chegar lá!" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:686 msgid "" @@ -909,3 +1074,8 @@ msgid "" "signal to forward the information from the `Player` to the `GUI` and let the " "`GUI` process it." msgstr "" +"Usando exatamente as mesmas técnicas, você pode mudar a cor da barra quando " +"o jogador é envenenado, transformar a barra em vermelho quando a sua saúde " +"cai, sacudir a interface do usuário quando eles tomam um dano crítico ... o " +"princípio é o mesmo: emitir um sinal para encaminhar as informações do " +"`Player` para o` GUI` e deixar o `GUI` processá-lo." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index dc8e5ce1c3..493b4f5108 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 9a5068ae4a..b3c31a64ea 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index f76b2f17d7..3c39ac8ca9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -510,7 +510,6 @@ msgstr "" "você o coloca dentro do CenterContainer" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:231 -#, fuzzy msgid "" "To space out the menu options and the logo on the left, we'll use one final " "container and its size flags. Select the ``VBoxContainer`` and press ``Meta" @@ -524,8 +523,8 @@ msgstr "" "pressione ``Meta+A`` para adicionar um novo nó dentro dele. Adicione um " "segundo ``VBoxContainer`` e nomeie-o como \"MenuOptions\". Selecione todas " "as três opções de menu, ``Continue``, ``NewGame`` e ``Options``, e arraste e " -"solte-as dentro do novo ``VBoxContainer``. O layout da interface do usuário " -"apenas deve mudar, se em todos." +"solte-as dentro do novo ``VBoxContainer``. A disposição da interface do " +"usuário deve mudar pouco, isso se mudar." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:241 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index b10711fa0a..b865df1998 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -688,7 +688,7 @@ msgid "" "randomly so that the mobs will have some variety." msgstr "" "Configure o :ref:`AnimatedSprite ` assim como você fez " -"para o jogador. Desta vez, temos 3 animações: ``voar`` (*fly*), ``nadas`` " +"para o jogador. Desta vez, temos 3 animações: ``voar`` (*fly*), ``nadar`` " "(*swim*) e ``andar`` (*walk*). Defina a propriedade ``Playing`` " "(reproduzindo_ no Inspetor para \"Ativo\" e ajuste a configuração " "\"Velocidade (FPS)\" como mostrado abaixo. Vamos selecionar uma dessas " diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po index be04cab343..09f88cc4ff 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 5d0adb6bd4..bd8cd3d33f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 60775d9060..1e6544c6b3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 5c00acc289..dbb74fe476 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 6ddfab9a5e..a4fb037bbc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po index e6b808acc5..cfaeae7e4f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 960be5fb3b..abe7a5dff1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index 219455b12e..63d01db1f5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index e271348ec6..6031deb405 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 72e25ea4ee..0db21ec450 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 8003321d1e..182f88aed1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 911dfa842c..a512209dd2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 831040c6d1..2e98eaca48 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 54ab56b133..d941f444a3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 32e3349301..e32ee4c4fa 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po index 3bbb980546..67ca870ad2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index f395c55722..b1d18d22ad 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po index 0a420e33d7..35602e4e6b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 672d2b8e29..7ad0565433 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 969806eecb..5c578f89c3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/index.po b/sphinx/po/pt_BR/LC_MESSAGES/index.po index 28c2014b06..250e735347 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po index d52efba6a4..ac69d4abb9 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po index fa643e94a7..ba537bfef5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po index a6988871e0..1dea8207d6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 1a65aefb44..ea1ea1c118 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po index 3485066159..0ac07b77b6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index b7c441c9ae..cbd90297ee 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 3f708243a9..adac2c82a4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index 013037154a..939712ef74 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 74b2f2a605..893bfaa81b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 6bf5353a09..cf56aab406 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index f13680d76e..848b8d8a6a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/index.rst:2 msgid "FPS tutorial" -msgstr "" +msgstr "Jogo de tiro em primeira pessoa (FPS)" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index c8e462c978..672a3ab072 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,11 +23,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:7 msgid "Part Overview" -msgstr "" +msgstr "Parte Panorama" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -53,48 +53,48 @@ msgstr "Adicionando granadas" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -153,11 +153,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 @@ -181,16 +181,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -200,26 +201,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -232,7 +233,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -247,209 +250,216 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -457,83 +467,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -541,117 +551,123 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +#, fuzzy +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" +"Adicionar a habilidade de agarrar e arremessar nós :ref:`RigidBody " +"`" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "" +"Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " +"membros:" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " @@ -662,13 +678,13 @@ msgstr "" "partir do código, ao invés de ter que usar um nó: ref: `Raycast " "`." -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -677,74 +693,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -753,290 +772,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "Adicionando uma torre" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1044,188 +1064,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1233,45 +1259,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 3de28c195e..5cb56e2dbf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,13 +23,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:7 msgid "Part Overview" -msgstr "" +msgstr "Parte Panorama" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,14 +313,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" +"Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " +"membros:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 msgid "Let's go over what each of these new variables will be doing:" @@ -346,7 +350,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +358,22 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 +#, fuzzy msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" "Em seguida, verificamos se estamos trocando de armas ou recarregando. Se não " "estivermos fazendo nenhum dos dois, arredondamos ``mouse_scroll_value`` e " @@ -384,10 +390,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -408,8 +414,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -425,7 +431,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -473,7 +479,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -515,10 +521,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -533,7 +539,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -541,7 +547,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -569,8 +575,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -579,7 +585,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -595,8 +601,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -641,21 +647,24 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variable:" msgstr "" +"Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " +"membros:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 msgid "``MAX_HEALTH``: The maximum amount of health a player can have." @@ -663,7 +672,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -673,17 +682,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -692,8 +701,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -718,28 +728,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -749,10 +760,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -825,15 +836,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -841,8 +852,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -887,12 +897,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -943,34 +953,37 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." -msgstr "" +#, fuzzy +msgid "In this case, we want to respawn the target." +msgstr "Neste caso, traduz para:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -979,14 +992,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -996,23 +1009,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1024,15 +1037,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 3bf5155cd8..8879700d81 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,35 +19,42 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:4 msgid "Part 1" -msgstr "" +msgstr "Parte 1" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:7 msgid "Tutorial introduction" -msgstr "" +msgstr "Introdução" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:11 msgid "" "This tutorial series will show you how to make a single player FPS game." msgstr "" +"Esta série de tutoriais lhe mostrará como fazer um jogo de tiro em primeira " +"pessoa para um jogador." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:13 msgid "Throughout the course of this tutorial series, we will cover how:" -msgstr "" +msgstr "Ao longo desta série, nós cobriremos como:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:15 msgid "To make a first person character that can move, sprint, and jump." msgstr "" +"Fazer um personagem em primeira pessoa que pode se mover, correr e pular." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:16 msgid "" "To make a simple animation state machine for handling animation transitions." msgstr "" +"Fazer uma máquina de estado de animação simples para manipular transições de " +"animações." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:17 msgid "" "To add three weapons to the first person character, each using a different " "way to handle bullet collisions:" msgstr "" +"Adicionar três armas para o personagem, cada uma usando uma maneira " +"diferente para lidar com colisões:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:18 msgid "A knife (using an :ref:`Area `)" @@ -55,76 +62,80 @@ msgstr "Uma faca (usando uma :ref:`Area `)" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:19 msgid "A pistol (Bullet scenes)" -msgstr "" +msgstr "Uma pistola (cenas Bala)" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:20 msgid "A rifle (using a :ref:`Raycast `)" -msgstr "" +msgstr "Uma espingarda (usando um :ref:`Raycast `)" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:21 msgid "To add two different types of grenades to the first person character:" -msgstr "" +msgstr "Adicionar dois tipos diferentes de granadas para o personagem:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:22 msgid "A normal grenade" -msgstr "" +msgstr "Uma granada normal" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:23 msgid "A sticky grenade" -msgstr "" +msgstr "Uma granada adesiva" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:24 msgid "" "To add the ability to grab and throw :ref:`RigidBody ` nodes" msgstr "" +"Adicionar a habilidade de agarrar e arremessar nós :ref:`RigidBody " +"`" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:25 msgid "To add joypad input for the player" -msgstr "" +msgstr "Adicionar entradas de controle para o jogador" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:26 msgid "To add ammo and reloading for all weapons that consume ammo." -msgstr "" +msgstr "Adicionar munição e recarga para todas as armas que consomem munição." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:27 msgid "To add ammo and health pick ups" -msgstr "" +msgstr "Adicionar itens de munição e saúde" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:28 msgid "In two sizes: big and small" -msgstr "" +msgstr "Em dois tamanhos: grandes e pequenos" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:29 msgid "To add an automatic turret" -msgstr "" +msgstr "Adicionar um torreão automático" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:30 msgid "That can fire using bullet objects or a :ref:`Raycast `" msgstr "" +"Que pode disparar atacando objetos bala ou um :ref:`Raycast `" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:31 msgid "To add targets that break when they've taken enough damage" -msgstr "" +msgstr "Adicionar alvos que quebram quando recebem dano o suficiente" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:32 msgid "To add sounds that play when the guns fire." -msgstr "" +msgstr "Adicionar sons que são reproduzidos quando armas disparam." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:33 msgid "To add a simple main menu:" -msgstr "" +msgstr "Adicionar um menu principal simples:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:34 msgid "With an options menu for changing how the game runs" -msgstr "" +msgstr "Com um menu de opções para alterar como o jogo é executado" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:35 msgid "With a level select screen" -msgstr "" +msgstr "Com uma tela de seleção de níveis" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:36 msgid "To add a universal pause menu we can access anywhere" msgstr "" +"Adicionar um menu de pausa universal, que pode ser acessado em qualquer lugar" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:38 msgid "" @@ -132,12 +143,18 @@ msgid "" "complete :ref:`doc_your_first_game`, if you are new to Godot and/or game " "development **before** going through this tutorial series." msgstr "" +"Embora este guia possa ser seguido por iniciantes, é altamente aconselhado " +"completar :ref:`doc_your_first_game` se você é novo no Godot e/ou " +"desenvolvimento de jogos **antes** de prosseguir nesta série de tutoriais." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:43 msgid "" "Remember: Making 3D games is much harder than making 2D games. If you do not " "know how to make 2D games you will likely struggle making 3D games." msgstr "" +"Lembre-se: Fazer jogos 3D é muito mais difícil que os 2D. Se você não sabe " +"fazer jogos bidimensionais, você vai passar um aperto fazendo jogos " +"tridimensionais." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:46 msgid "" @@ -145,12 +162,17 @@ msgid "" "editor, have basic programming experience in GDScript, and have basic " "experience in game development." msgstr "" +"Este tutorial assume que você tem experiência em mexer o editor Godot, tem " +"experiência básica em programação com GDScript e tem experiência básica em " +"desenvolvimento de jogos." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:49 msgid "" "You can find the start assets for this tutorial here: :download:" "`Godot_FPS_Starter.zip `" msgstr "" +"Você pode achar os ativos iniciais para este tutorial aqui: :download:" +"`Godot_FPS_Starter.zip `" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:51 msgid "" @@ -158,6 +180,9 @@ msgid "" "models for making levels, and a few scenes already configured for this " "tutorial." msgstr "" +"Os ativos iniciais fornecidos contêm um modelo 3D animado, um bocado de " +"modelos 3D para fazer níveis e umas poucas cenas já configuradas para este " +"tutorial." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:54 msgid "" @@ -165,6 +190,10 @@ msgid "" "TwistedTwigleg, with changes/additions by the Godot community. All original " "assets provided for this tutorial are released under the ``MIT`` license." msgstr "" +"Todos os ativos fornecidos (a menos que indicado o contrário) foram " +"originalmente criados por TwistedTwigleg, com alterações/adições feitas pela " +"comunidade Godot. Todos os ativos originais fornecidos para este tutorial " +"são disponibilizados sob a licença ``MIT``." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:57 msgid "" @@ -172,34 +201,45 @@ msgid "" "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" +"Sinta-se à vontade para usá-los como quiser! Todos esses ativos originais " +"pertencem à comunidade Godot, com os outros ativos pertencendo às pessoas " +"listadas abaixo:" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:59 msgid "" "The skybox is created by **StumpyStrust** on OpenGameArt. The skybox used is " "licensed under ``CC0``." msgstr "" +"A cúpula celeste foi criada por **StumpyStrust** no OpenGameArt. Ela é " +"licenciada sob a ``CC0``." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:62 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" +"A fonte usada é **Titillium-Regular**, licenciada sob a ``SIL Open Font " +"License, Version 1.1``." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:64 msgid "" "You can find the finished project for each part at the bottom of each part's " "page" msgstr "" +"Você pode encontrar o projeto finalizado para cada parte ao final da página " +"da respectiva parte" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:67 msgid "Part Overview" -msgstr "" +msgstr "Parte Panorama" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:69 msgid "" "In this part we will be making a first person player that can move around " "the environment." msgstr "" +"Nesta parte, faremos um jogador em primeira pessoa que pode se mover pelo " +"ambiente." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:74 msgid "" @@ -208,14 +248,18 @@ msgid "" "person camera, that can jump into the air, turn on and off a flash light, " "and sprint." msgstr "" +"Ao final deste tutorial, você terá um personagem em primeira pessoa que pode " +"se mover pelo ambiente de jogo, olhar ao redor com uma câmera de primeira " +"pessoa baseada no mouse, que pode pular no ar, ligar e desligar uma lanterna " +"e correr." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:78 msgid "Getting everything ready" -msgstr "" +msgstr "Preparando tudo" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:79 msgid "Launch Godot and open up the project included in the starter assets." -msgstr "" +msgstr "Execute o Godot e abra o projeto incluso nos ativos iniciais." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:81 msgid "" @@ -223,6 +267,10 @@ msgid "" "in this tutorial, they will make the tutorial much easier to follow as there " "are several pre-setup scenes we will be using throughout the tutorial series." msgstr "" +"Embora estes ativos não são necessariamente exigidos para usar os roteiros " +"fornecidos neste tutorial, eles tornam o tutorial muito mais fácil de " +"acompanhar, já que existem muitas cenas pré-configuradas que usaremos ao " +"longo desse guia." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:85 msgid "" @@ -231,21 +279,28 @@ msgid "" "actions for our player. Feel free to change the keys bound to these actions " "if you want." msgstr "" +"Primeiro, abra as configurações do projeto e vá para a guia \"Mapa de " +"Entradas\". Você verá que várias ações já foram definidas. Nós as usaremos " +"para nosso jogador. Fique à vontade para alterar as teclas associadas a " +"essas ações, se desejar." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:91 msgid "Let's take a second to see what we have in the starter assets." -msgstr "" +msgstr "Vamos olhar por um momento o que temos nos ativos iniciais." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 +#, fuzzy msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" +"Existem muitas cenas inclusas nos ativos iniciais. Por exemplo, em `res://`, " +"temos 14 cenas, sendo que visitaremos a maioria ao longo desse curso." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 msgid "For now let's open up ``Player.tscn``." -msgstr "" +msgstr "Por ora, vamos abrir ``Player.tscn``." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:98 msgid "" @@ -254,16 +309,22 @@ msgid "" "``Assets`` in this tutorial series. ``Assets`` contains all of the models " "used for each of the levels, as well as some textures and materials." msgstr "" +"Existem muitas cenas e umas texturas na pasta ``Assets`` (\"ativos\"). Você " +"pode olhá-las se quiser, mas não exploraremos essa pasta nesta série de " +"tutoriais. ``Assets`` contém todos os modelos usados para todos os níveis, " +"assim como algumas texturas e materiais." #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:103 msgid "Making the FPS movement logic" -msgstr "" +msgstr "Fazendo a lógica de movimento em FPS" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:105 msgid "" "Once you have ``Player.tscn`` open, let's take a quick look at how it is set " "up" msgstr "" +"Depois de abrir ``Player.tscn``, vamos dar uma olhada rápida em como ela " +"está configurada" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:109 msgid "" @@ -349,89 +410,88 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +msgid "Let's go through each of the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -440,30 +500,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -471,122 +531,122 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr "" "Primeiro, definimos ``dir`` como um :ref:`Vector3 ` vazio." -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -594,13 +654,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -608,44 +668,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -653,14 +713,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -669,44 +729,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -715,27 +776,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -743,162 +805,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -906,148 +970,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index b09b8c05fc..8f6758c894 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,7 +23,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:7 msgid "Part Overview" -msgstr "" +msgstr "Parte Panorama" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:9 msgid "" @@ -103,7 +103,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -190,7 +190,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -200,118 +200,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -319,51 +319,52 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -372,19 +373,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -393,84 +393,94 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 +#, fuzzy msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" "Em ``_process`` nós definimos o texto do ``FPS_Label`` para ``Engine." "get_frames_per_second``, mas como ``get_frames_per_second`` retorna um " "inteiro, nós temos que convertê-lo em uma string usando ``str`` antes que " "possamos adicioná-lo ao nosso rótulo." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +#, fuzzy +msgid "Open up ``Globals.gd`` and add the following class variables:" msgstr "" +"Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " +"membros:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -479,46 +489,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -528,21 +538,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -550,7 +560,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -559,7 +569,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -568,424 +578,434 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" +"Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " +"membros:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +#, fuzzy +msgid "Now all of the weapons will reset when the player dies." +msgstr "Clareia a barra quando o jogador morre" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -993,7 +1013,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -1001,309 +1021,322 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1311,39 +1344,44 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" +"Sinta-se à vontade para usá-los como quiser! Todos esses ativos originais " +"pertencem à comunidade Godot, com os outros ativos pertencendo às pessoas " +"listadas abaixo:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" +"A fonte usada é **Titillium-Regular**, licenciada sob a ``SIL Open Font " +"License, Version 1.1``." -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index cc5673260f..4ca89ddac4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,524 +23,534 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:7 msgid "Part Overview" -msgstr "" +msgstr "Parte Panorama" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +#, fuzzy +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" msgstr "" +"Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " +"membros:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 +#, fuzzy msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" +"add the following class variables:" msgstr "" +"Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " +"membros:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +558,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +589,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -661,163 +671,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 7ee528331d..7f0ae3153d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,7 +23,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:7 msgid "Part Overview" -msgstr "" +msgstr "Parte Panorama" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:9 msgid "In this part we will be giving our player weapons to play with." @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -750,7 +751,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -791,9 +792,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -832,37 +833,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -871,19 +874,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -891,26 +894,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -918,7 +921,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -927,7 +930,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -936,20 +939,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -958,66 +961,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1027,7 +1030,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1035,23 +1038,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1061,28 +1064,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1091,21 +1094,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1113,380 +1116,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1494,151 +1504,156 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 +#, fuzzy msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" "Primeiro, verificamos se estamos trocando de armas ou não. Se nós estamos " "trocando de armas, nós não queremos atirar, então nós ``return``." -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1646,122 +1661,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po index 02078025dd..96ddba31e1 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 92255e2d03..02caefd0b4 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po index 1c8966b50a..421eb9ffd3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index f6d879fc41..1365b21041 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index e26fbac5de..fe133361cc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -106,7 +106,7 @@ msgstr "" #: ../../docs/tutorials/3d/inverse_kinematics.rst:64 msgid "Implementation" -msgstr "" +msgstr "Implementação" #: ../../docs/tutorials/3d/inverse_kinematics.rst:66 msgid "We will use an exported variable for the bone length to make it easy." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 517728db29..9257d72e97 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index 63c12545ee..ba50a45a38 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po index ee7d270089..2ddb1d8217 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po index 3206290e12..7487cb4fe5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po index b261a442a8..256be9dbcd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 3a55b3f568..d7fbdac97f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po index 5f0af728c1..b719eb5535 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index c2d5a65aa4..7b4688fe50 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po index c8f654ffd4..b6803fd25b 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po index ec1e93904d..d6c49dbc2e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction_2d.po index d99ad1b36a..a18fb4a3f5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po index df0801ac27..b29ecfea57 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 5c24d3c040..0cec27a6ee 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 3fd8e52c2d..bad8160b3e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 59ec632001..680432fef7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po index 93ee4f4e85..e0d999a9b6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po index 090ee43148..26c6205777 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po index ebfa035d27..d08bf13c9f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po index 2c3381a607..023ef5a923 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index be17570b3d..724b677b3e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index b1d4170280..21f541ec69 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,7 +40,7 @@ msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:16 msgid "Setting up" -msgstr "" +msgstr "Configurando" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:18 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 16bd2553f4..88fcd76b1f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/gui/custom_gui_controls.rst:4 msgid "Custom GUI controls" -msgstr "Controles de GUI customizados" +msgstr "Controles de GUI personalizados" #: ../../docs/tutorials/gui/custom_gui_controls.rst:7 msgid "So many controls..." diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po index d149631d20..7174c73a5d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po index 4fcc53acb4..47f2e2d51a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po index d28353e6cb..ebcfa4f7ff 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po index e7c192717c..872ffc0c55 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index a4f7e749c0..1d6ce9bc8f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po index 6c45e8a2d9..91fc73a9f0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 3687492e23..d2d9b7bdf3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po index 41834fe5ea..8c6a9cf2e2 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po index b000fe52de..d7cc30e8a0 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 2813c0b7e9..9a9178340f 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po index 2ffbae2e14..7ebd710c0a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po index 41896d06aa..83875071d3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgstr "" #: ../../docs/tutorials/io/data_paths.rst:16 msgid "Resource path" -msgstr "" +msgstr "Caminho do recurso" #: ../../docs/tutorials/io/data_paths.rst:18 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/encrypting_save_games.po index fd50bc0b42..0850750c01 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po index caace43dae..2f9b0289b3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po index ebf2fc05b9..cd2a5e1648 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po index dd31dd30eb..7150435bb3 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 4c68e51b19..01fa7b85fc 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/rotations.po index 4da712697a..c4a0a1e179 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po index 1647d1c3f2..3e8b9915ba 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -284,7 +284,7 @@ msgstr "" #: ../../docs/tutorials/math/vector_math.rst:276 msgid "and" -msgstr "" +msgstr "e" #: ../../docs/tutorials/math/vector_math.rst:282 msgid "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po index 019b2469c1..50c07bb3cf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 51d674a2d9..80115251d7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 0dceb0ef75..22ae5b57f5 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po index 63b769ea93..87d2f71618 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po index 9cb8fc2134..2c5895dceb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index fea5b9813e..d7ac69a77e 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po index e331c65f9b..887a35dbaf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po index 1cd9dda99f..5dadff7262 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po index 66623d7a1e..fc97f77d55 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 6854dffd12..cf971eb5f7 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po index 96fd3af367..6843cb7709 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index b9a1b0045d..fcebf8609d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po index 80bd11fdf6..a94af6332c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po index fb4adeb805..cb7b48e6f6 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po index ef5c766cd1..7887b4981d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index bb7afc99d5..30019a8288 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 87505ce662..d6924073bf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po index f7dc4dcb68..d90f0b722d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po index 9485095210..0e4d8eb593 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/services_for_ios.po index 334efeb0f7..e60b295d44 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 7150b3bf1c..06a404ac5d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po index 2e0f9d289a..b5946a9f60 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 85c3023c6a..28c576e968 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 2c9fcea68e..8470288759 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..e756149941 --- /dev/null +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,436 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: pt_BR\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +#, fuzzy +msgid "GDNative C++ example" +msgstr "GDNative / C++" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "Introdução" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "Criando um novo projeto" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +#, fuzzy +msgid "There are a few prerequisites you'll need:" +msgstr "Existem algumas diferenças:" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "Criando um script C#" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +#, fuzzy +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "Comece declarando as variáveis membro que este objeto irá precisar:" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +msgid "Compiling our plugin" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +msgid "Using your GDNative module" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 82d085761b..a108e94034 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po index 88770aa58b..91db4000ac 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po index ec4eddbf25..1e2f46bc1a 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 7e08d9895d..a6eb0a74fb 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po index f7420424d7..37da099f88 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_language.po index 7f33dd384a..94d21d2b10 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po index 9b9332394b..d2ee23a31d 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 6274ceed0e..c2b0472571 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po index dc4362c9cd..20eb9b5f8c 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po index bcbf6ffdb0..fa41c34edf 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po index 08e635de28..8eddc385dd 100644 --- a/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/pt_BR/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/about/faq.po b/sphinx/po/ru/LC_MESSAGES/about/faq.po index 50abbe59ec..60f6bc39fb 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/faq.po +++ b/sphinx/po/ru/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -431,7 +431,6 @@ msgid "Why is FBX not supported for import?" msgstr "Почему FBX не поддерживается в импорте?" #: ../../docs/about/faq.rst:154 -#, fuzzy msgid "" "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " diff --git a/sphinx/po/ru/LC_MESSAGES/about/index.po b/sphinx/po/ru/LC_MESSAGES/about/index.po index c5aa179ea5..83c4424524 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/index.po +++ b/sphinx/po/ru/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/about/introduction.po b/sphinx/po/ru/LC_MESSAGES/about/introduction.po index 4413918f64..6d3478be2a 100644 --- a/sphinx/po/ru/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/ru/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/channels.po b/sphinx/po/ru/LC_MESSAGES/community/channels.po index 0dedd0d04b..2b233754be 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/channels.po +++ b/sphinx/po/ru/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 63a0cb6d31..e58757fafa 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po index 143b20cce7..b8d8f022c9 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 098e8595c2..7b0ab252d3 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po index 0feaa83bc4..363998ce1e 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po index 6648d83d05..bba085bd7e 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po index 745104733b..fcfb17bedd 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po index b665d6520c..45e7a92fd1 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po index 7f6178e2be..82d754c275 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/ru/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/index.po b/sphinx/po/ru/LC_MESSAGES/community/index.po index 69c5af1298..c27e9e09e5 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/index.po +++ b/sphinx/po/ru/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/community/index.rst:2 msgid "Community" -msgstr "Общественные" +msgstr "Сообщество" diff --git a/sphinx/po/ru/LC_MESSAGES/community/resources.po b/sphinx/po/ru/LC_MESSAGES/community/resources.po index e6ceb40463..51311f4f7d 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/resources.po +++ b/sphinx/po/ru/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/community/tutorials.po b/sphinx/po/ru/LC_MESSAGES/community/tutorials.po index 1018b0213d..e112ab6a24 100644 --- a/sphinx/po/ru/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/ru/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,3 +54,7 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po index 60b64f6c3b..a24eef78f1 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po index 5d1c024f92..6ace055d57 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po index 298a22c970..fbdae71ccf 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 74bbc89bc1..bb1e17fb1e 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po index cf370706fc..cd9bebd7b9 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po index 6f73c4481e..ead2b022e2 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po index d44e9159dc..4b4d7c035f 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po index 02a19538a7..ec2f659489 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 54d33d0444..e05dd4d8c3 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po index 6c018ebcb6..33ccf40e22 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po index 16a04594a1..9c3f17736f 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index ee92612078..31dc9e69ec 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/ru/LC_MESSAGES/development/compiling/packaging_godot.po index bbc832732e..7728e27773 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/ru/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide.po index 9584e94c3a..fe8dad4da1 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po index 3f9059bf47..76903cdd8c 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/creating_android_modules.po index 7bb15f600f..e86ddc4f48 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po index 8cee3336ac..5b8322de8d 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po index c7fd2dc183..392b8e7d9a 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index f63e054144..8feb6b343c 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index f5b4431b8a..f948998254 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po index bb9e17437b..c3c8bd75bf 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po index cd1244ec00..e35374464a 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index c6690e23db..1bca5939af 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po index 63bbff7da2..68bafcd4c4 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po index fecdddf260..2427e1b499 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/ru/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po index 7b0c0128ad..2a011267a4 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/ru/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po index 3a9bc25d10..1bf66b7d06 100644 --- a/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/ru/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "Ресурсы" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,405 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "Путь ресурса" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +msgid "Skeleton" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "Анимация" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "Ресурсы" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +#, fuzzy +msgid "ArrayMesh" +msgstr "Массив" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +#, fuzzy +msgid "arrays" +msgstr "Массив" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +msgid "An example of ArrayMesh:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "Анимация" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +msgid "path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:380 +msgid "interp" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +msgid "imported" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "Преобразование" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "Значение" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "Константа Пи." + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 4f671da415..dd242fb11d 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po index ada8c6f174..efe1888d40 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po index 3bb0be2cd2..dc96849a04 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 79ba51459c..e1cb7b256c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 8fe07ab952..2c75d73930 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -266,5 +266,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 5b882a688a..09edb2575c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 4c96e34bb8..8e298dbd51 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 3cf94e9ce5..dcfb340141 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index a13efeafb6..45af553d17 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 1334673493..52a7332ed6 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 0f5df0dc0a..c7970239ac 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index a1fe5abb70..02cde4e431 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 3de07a75d2..d68df2f190 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po index c8d4f571b3..c6ff7586ce 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po index 177034cfa9..e0a9864150 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 3e197344eb..c39dd8383c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 34b1ef5f97..dd78601cf7 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index d363a48001..13162e6059 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 056ee4001b..520f2f2c4a 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po index a2453ec8d9..60382b1ad9 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po index 033e7c3f04..d2d51ea917 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 8463d81f09..6afa9bef4c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index a566ad3b89..5b8462cab2 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po index 35829ab165..082d81f60c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po index 1c1ce03176..dd77768624 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index dbdd9c6147..e679072961 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index f5f3885b6f..943916cc40 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po index 89b1185e08..fa1886a02b 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 7e9bf6f428..6dacbdceb9 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 97580daa59..75f2cd67f6 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po index 1356cf21eb..3ba35a8edc 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 37ed194737..5f7c152a6a 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 29ee5d95a5..c6edde7e6f 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 2445411669..86ee329172 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 9624f0416c..3db8f7236e 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 23be16601f..5cebc0652d 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index e086970a68..4c16b8926b 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index cfaac15a57..5c06243887 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 08c1e97f72..7d7ef8ab8b 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -845,7 +845,7 @@ msgstr "``ScoreTimer``: ``1``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:608 msgid "``StartTimer``: ``2``" -msgstr "" +msgstr "``StartTimer``: ``2``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:610 msgid "" @@ -967,11 +967,18 @@ msgid "" "``PathFollow2D`` node will automatically rotate as it follows the path, so " "we will use that to select the mob's direction as well as its position." msgstr "" +"В функции ``_on_MobTimer_timeout()`` мы создадим экземпляр моба, выберем " +"случайное начальное местоположение вдоль ``Path2D`` и настроим моба в " +"движении. Узел ``PathFollow2D`` будет автоматически вращаться следуя по " +"пути, поэтому мы будем использовать это, чтобы выбрать направление моба, а " +"также его позицию." #: ../../docs/getting_started/step_by_step/your_first_game.rst:766 msgid "" "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" +"Обратите внимание, что новый экземпляр должен быть добавлен в сцену с " +"помощью функции ``add_child()``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:809 msgid "" @@ -979,12 +986,16 @@ msgid "" "you're more comfortable working with degrees, you'll need to use the " "``deg2rad()`` and ``rad2deg()`` functions to convert between the two." msgstr "" +"В тригонометрических функциях, GDScript использует * радианы*, а не градусы. " +"Если вам удобнее работать со степенями, вам нужно использовать функции " +"``deg2rad()`` и ``rad2deg()`` для преобразования между ними." #: ../../docs/getting_started/step_by_step/your_first_game.rst:815 msgid "HUD" -msgstr "" +msgstr "HUD" #: ../../docs/getting_started/step_by_step/your_first_game.rst:817 +#, fuzzy msgid "" "The final piece our game needs is a UI: an interface to display things like " "score, a \"game over\" message, and a restart button. Create a new scene, " @@ -992,56 +1003,74 @@ msgid "" "stands for \"heads-up display\", an informational display that appears as an " "overlay on top of the game view." msgstr "" +"В финале нашей игры нужен UI: интерфейс для отображения таких элементов, как " +"игровой счет, сообщение \"игра окончена\" и кнопка перезапуска. Создайте " +"новую сцену и добавьте :ref:`Canvas Layer ` узел с " +"именем``HUD``. \"HUD\" означает \"heads-up display\", информационный " +"дисплей, отображающаяся на фоне виртуального игрового пространства в " +"процессе игры." #: ../../docs/getting_started/step_by_step/your_first_game.rst:823 +#, fuzzy msgid "" "The :ref:`CanvasLayer ` node lets us draw our UI elements " "on a layer above the rest of the game, so that the information it displays " "isn't covered up by any game elements like the player or mobs." msgstr "" +"Узел :ref:`CanvasLayer ` позволяет нам изобразить " +"элементы UI на слое выше остальной частью игры, чтобы отображаемая " +"информация не покрывалась какими-либо игровыми элементами, такими как игрок " +"или мобы." #: ../../docs/getting_started/step_by_step/your_first_game.rst:827 msgid "The HUD displays the following information:" -msgstr "" +msgstr "HUD отображает следующую информацию:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:829 msgid "Score, changed by ``ScoreTimer``." -msgstr "" +msgstr "Счет, измененный ``ScoreTimer``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:830 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" -msgstr "" +msgstr "Сообщение, например \"Game Over\" или \"Get Ready!\"" #: ../../docs/getting_started/step_by_step/your_first_game.rst:831 msgid "A \"Start\" button to begin the game." -msgstr "" +msgstr "Кнопка \"Start\" чтобы начать игру." #: ../../docs/getting_started/step_by_step/your_first_game.rst:833 +#, fuzzy msgid "" "The basic node for UI elements is :ref:`Control `. To create " "our UI, we'll use two types of :ref:`Control ` nodes: :ref:" "`Label ` and :ref:`Button `." msgstr "" +"Основной узел для элементов пользовательского интерфейса :ref:`Control " +"`. Чтобы создать UI, мы будем использовать два вида :ref:" +"`Control ` nodes: :ref:`Label ` и :ref:`Button " +"`." #: ../../docs/getting_started/step_by_step/your_first_game.rst:837 +#, fuzzy msgid "Create the following as children of the ``HUD`` node:" -msgstr "" +msgstr "Создайте в качестве потомка узла '' HUD'' следующие:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:839 msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr "" +msgstr ":ref:`Label` названный ``ScoreLabel``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:840 msgid ":ref:`Label ` named ``MessageLabel``." -msgstr "" +msgstr ":ref:`Label ` названный ``MessageLabel``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:841 +#, fuzzy msgid ":ref:`Button ` named ``StartButton``." -msgstr "" +msgstr ":ref:`Кнопка ` с именем ``StartButto" #: ../../docs/getting_started/step_by_step/your_first_game.rst:842 msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr "" +msgstr ":ref:`Timer ` названный ``MessageTimer``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:844 msgid "" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 4e7b666d20..b782dc71ed 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index a0454416d0..6a1ec92f03 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 71b7803673..202e58efa7 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 43223793f0..c06b50496b 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 95aa417661..f4c832d298 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po index d5c661246f..fa468d180c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index d79d2b3e67..f1a2671cc2 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index d4ab6ad127..9dafb65aef 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index a76bc11c4c..9076f9969c 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 2e64859cb5..c85228cda4 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 8eafac6e3c..f6eff9aa12 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index e0c5bf49e3..10c21a77a3 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index b186b3c4f7..4bacc612cf 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -142,8 +142,9 @@ msgid "Threads" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:70 +#, fuzzy msgid "GDNative" -msgstr "" +msgstr "GDNative" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:71 msgid "Clipboard synchronisation between engine and operating system" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 0884b22322..45a3ab8657 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 159f14756c..0c93a7d515 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po index 2208ec68f4..526c0c4b68 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 4c91742205..2872b890ca 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po index 366f9005a6..3a28426aa0 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po index cd92c600fd..f731139519 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index e3db17be70..b2f0e720e4 100644 --- a/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/ru/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/index.po b/sphinx/po/ru/LC_MESSAGES/index.po index 5469640c19..102484b1f5 100644 --- a/sphinx/po/ru/LC_MESSAGES/index.po +++ b/sphinx/po/ru/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -39,11 +39,11 @@ msgid "" "` to get an overview of what this documentation has to " "offer." msgstr "" -"Добро пожаловать на страницу официальной документации Godot Engine, " -"бесплатного и открытого 2D и 3D игрового движка, поддерживаемого " -"сообществом! Если вы впервые на сайте документации, мы рекомендуем вам " -"прочитать :ref:`введение `, чтобы понять, что из себя " -"представляет данная документация." +"Добро пожаловать на официальную документацию Godot Engine - бесплатного и " +"открытого 2D и 3D движка, поддерживаемого сообществом! Если вы здесь " +"впервые, мы рекомендуем вам прочесть :ref:`introduction page " +"`, что бы иметь представление о том, что данная " +"документация из себя представляет." #: ../../docs/index.rst:18 msgid "" @@ -51,9 +51,9 @@ msgid "" "the documentation for your topic of interest. You can also use the search " "function in the top left corner." msgstr "" -"Содержание внизу и на боковой панели поможет вам с легкостью найти " -"документацию по интересующему вас разделу. Вы так же можете воспользоваться " -"функцией поиска в левом верхнем углу." +"Список разделов внизу страницы и боковая панель позволят вам с лёгкостью " +"получить доступ к любой интересующей вас теме в документации. Вы так же " +"можете воспользоваться функцией поиска в левом верхнем углу." #: ../../docs/index.rst:22 msgid "" @@ -108,4 +108,4 @@ msgstr "Разработка" #: ../../docs/index.rst:99 msgid "Community" -msgstr "Общественные" +msgstr "Сообщество" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po index 077002cda8..364d6fcb25 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po index c86aa74c8a..65ef67db16 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po index 3b0b1d8460..03906d795c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index ffe5dcfe42..b6717c19c4 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po index 09858abe58..31fd857f78 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index c38ed6a325..f8f75505c2 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po index de5d58b8d4..1880d35f48 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index b092bbabe5..8976334999 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 2b33b3ccfd..3bf8d57fb9 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index ac6430a738..ce6feb558d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 314f2f798a..b15f80c943 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 4d8dc0d2b5..f1c8524d48 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -53,48 +53,48 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -153,11 +153,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 @@ -181,16 +181,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -200,26 +201,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -232,7 +233,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -247,209 +250,216 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -457,83 +467,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -541,130 +551,131 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "Прикрепите скрипт к ``Mob`` и добавьте следующие переменные:" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -673,74 +684,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -749,290 +763,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1040,188 +1055,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1229,45 +1250,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 8074172d66..cb9d3eb878 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,14 +313,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" -msgstr "" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "Прикрепите скрипт к ``Mob`` и добавьте следующие переменные:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 msgid "Let's go over what each of these new variables will be doing:" @@ -346,7 +348,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +356,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +384,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +408,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +425,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -470,7 +473,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -512,10 +515,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +533,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +541,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +569,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +579,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +595,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,21 +641,22 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" -msgstr "" +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variable:" +msgstr "Прикрепите скрипт к ``Mob`` и добавьте следующие переменные:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 msgid "``MAX_HEALTH``: The maximum amount of health a player can have." @@ -660,7 +664,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +674,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +693,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +720,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +752,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +828,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -838,8 +844,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -884,12 +889,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -940,34 +945,36 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." +msgid "In this case, we want to respawn the target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -976,14 +983,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -993,23 +1000,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1021,15 +1028,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 91a9ed0103..5e1184caaa 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -238,9 +238,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -349,89 +349,88 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +msgid "Let's go through each of the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -440,30 +439,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -471,121 +470,121 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -593,13 +592,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -607,44 +606,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -652,14 +651,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -668,44 +667,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -714,27 +714,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -742,162 +743,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -905,148 +908,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index e67faa60f5..7933454309 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -190,7 +190,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -200,118 +200,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -319,51 +319,52 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -372,19 +373,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -393,80 +393,87 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +#, fuzzy +msgid "Open up ``Globals.gd`` and add the following class variables:" +msgstr "Прикрепите скрипт к ``Mob`` и добавьте следующие переменные:" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -475,46 +482,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -524,21 +531,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -546,7 +553,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -555,7 +562,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -564,424 +571,431 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +#, fuzzy +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "Прикрепите скрипт к ``Mob`` и добавьте следующие переменные:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +msgid "Now all of the weapons will reset when the player dies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -989,7 +1003,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -997,309 +1011,322 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1307,39 +1334,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index a9541d77e4..2535775e01 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,520 +27,526 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" -msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +#, fuzzy +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" +msgstr "Прикрепите скрипт к ``Mob`` и добавьте следующие переменные:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 +#, fuzzy msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" -msgstr "" +"add the following class variables:" +msgstr "Прикрепите скрипт к ``Mob`` и добавьте следующие переменные:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +554,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +585,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -661,163 +667,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 7bfdb01688..2697b82203 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -744,7 +745,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -785,9 +786,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -826,37 +827,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -865,19 +868,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -885,26 +888,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -912,7 +915,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -921,7 +924,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -930,20 +933,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -952,66 +955,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1021,7 +1024,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1029,23 +1032,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1055,28 +1058,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1085,21 +1088,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1107,380 +1110,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1488,149 +1498,153 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1638,122 +1652,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po index ce2ace47ac..f02e77f99f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 3399308d31..2bc2b0c185 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po index 55122389c0..40f4c8668c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 6fbf2a1280..c32d2485cb 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index 236e0bd884..60a269fbb5 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 9554e55968..32e519d2e8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index e62cda70be..33ef2287f2 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po index 85b967ea96..7b28d35b2d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po index 5795de6c91..f8aa564a5b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 5ecad0f81b..06e5823e45 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 6a6876c01c..02de2ebe0b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po index 2d8965145d..0140c25942 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index 21c16d312e..56b4872880 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po index 50ea377e36..e1ed829803 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po index 95767a7219..cde5b5bfa4 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction_2d.po index 1e002c92e9..0b5ca894fc 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po index a96263b715..8970e7e2d8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 8f287cb9dc..ff01b8800c 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 001ee0b2ef..d615619d69 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index e07a61806a..3ddb7012db 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po index e594191fa7..fc693bde6f 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po index ff398085b6..955b5e3c23 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po index a5e51a528f..ea1c61e144 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po index 826a858bbd..fd18dfc265 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index a650c9029e..48b019f389 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 907e2bf55b..7f2cd58998 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 8f6e248e34..55afa2d2d9 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po index 8cb1436706..5baa5555d9 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po index e3b9e7c38f..e6d13f7ded 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po index c1fd51cf50..c528e5e2ab 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po index 2f78fb83a5..ddc6105217 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 7710458fe0..96c9e08bcc 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po index 7809bd3452..6cae70b194 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 9d84306e2d..63daf610b8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po index 32dcaada0a..8b40c93044 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po index e61a4b2243..818290ca89 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 4a4d7b0782..5979675fcf 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po index 7cca632820..09ebdb547d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po index 26ddc42e0e..a005ab96fc 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 17d397840c..9d800e36ca 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po index b9209d988a..4e528a5e01 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po index 145eb91190..6f4ee2096a 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po index 9e5571e9de..07a590a293 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 41f5b95f94..b7bb7dd342 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/rotations.po index 53bcc09003..fecd99ff99 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po index 2e72c78bb1..de6fd5e5ab 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po index e9ef70a595..7628050d36 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index ac3d5ae48f..f67a5ca2ba 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index 14f6009d51..6aea638745 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po index a2f2cde55c..bf6d8a4bac 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po index 77a872547b..2243272d59 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index ca78346dd1..4f25f38630 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po index 1718b25bc6..ee5eb2f4c7 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po index 6cfa872467..7f421065c8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po index 6e7bd10bf5..df49e1fc9d 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 5d6fcaf42a..50bcbf3123 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po index cfade66598..8d847f6eaf 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 051a05d689..a1fc0ddf71 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po index 6638b95a3b..dd93580ada 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po index 7e8c6e0d24..7f143fd343 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po index d9abee4be9..c6cc4fdda8 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 401ff2a38d..7e993cd899 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index abe66ce2d8..f9f7786456 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po index e5ac921673..d2c9f72294 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po index 0f4ee78b84..59ffd1b83a 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/services_for_ios.po index eafe6bcc8a..70bfa60ef1 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index c0078e8d8b..1047aba5b0 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po index f228722ba9..304a1e9bdb 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index cd01686b4c..60798a1959 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 578e490904..2a955e85be 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..0b5a2287eb --- /dev/null +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,435 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: ru\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +#, fuzzy +msgid "GDNative C++ example" +msgstr "GDNative / C++" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "Введение" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "Создание нового проекта" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +msgid "There are a few prerequisites you'll need:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "Создание нового проекта" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +#, fuzzy +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "Чтобы начать объявлять переменные объекта понадобится:" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +msgid "Compiling our plugin" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +msgid "Using your GDNative module" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po index ce49c681fb..770f35f252 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,5 +18,6 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/plugins/gdnative/index.rst:2 +#, fuzzy msgid "GDNative" -msgstr "" +msgstr "GDNative" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po index 8b7a35feed..177e54c4a9 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po index 9adb3f5b0e..76345658d7 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index c25b862327..d2ac4496fd 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po index 0cc671285f..7031004493 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_language.po index 4b1762f9dc..ad84d1c95b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po index 8840739946..bb34e96e65 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 07dd7b448c..23f3b24201 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po index 908074202f..ca962ff4c9 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po index 7d5c95870e..d7efe59d13 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po index c124464ceb..ed497e769b 100644 --- a/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/ru/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/about/faq.po b/sphinx/po/uk/LC_MESSAGES/about/faq.po index 019c883dfc..9e72245fed 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/faq.po +++ b/sphinx/po/uk/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -437,15 +437,14 @@ msgid "Why is FBX not supported for import?" msgstr "Чому FBX не підтримується для імпортування?" #: ../../docs/about/faq.rst:154 -#, fuzzy msgid "" "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " "`_ provided by Godot." msgstr "" -"FBX SDK має `обмежувальну ліцензію `_, що несумісна з `відкритою ліцензією `_ наданою Godot." +"FBX SDK розповсюджується відповідно до `обмежувальних умов ліцензування " +"`_, які не сумісні з " +"`відкритою ліцензією `_ наданою Godot." #: ../../docs/about/faq.rst:158 msgid "" @@ -543,6 +542,10 @@ msgid "" "base resolution for the game and only handle different screen aspects. This " "is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov." msgstr "" +"Найпоширеніший і правильний спосіб досягти цього полягає в тому, щоб замість " +"цього застосовувати єдину базову роздільну здатність для гри та обробляти " +"лише різні співвідношення екрану. Це, в основному, потрібно для 2D, так як у " +"3D це просто питання осей камери (Camera XFov або YFov)." #: ../../docs/about/faq.rst:200 msgid "" @@ -553,6 +556,13 @@ msgid "" "mind the higher the resolution, the larger your assets, the more memory they " "will take and the longer the time it will take for loading." msgstr "" +"Виберіть єдину базову роздільну здатність для вашої гри. Навіть якщо є " +"пристрої, які досягають 2K, та пристрої, які знижуються до 400p, звичайне " +"апаратне масштабування на вашому пристрої буде забезпечувати її за невелику " +"втрату або без втрати продуктивності. Найпоширеніші варіанти вибору - біля " +"1080p (1920x1080) або 720p (1280x720). Пам'ятайте, чим більша роздільна " +"здатність, тим більші ваші активи, та тим більше пам'яті вони забирають, і " +"довшим буде час для завантаження." #: ../../docs/about/faq.rst:208 msgid "" @@ -560,6 +570,9 @@ msgid "" "best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve " "this." msgstr "" +"Використовуйте параметри розтяжки в Godot, 2D розтягування з підтримкою " +"пропорції працює краще. Перевірте :ref:`doc_multiple_resolutions` посібник " +"про те, як це досягти." #: ../../docs/about/faq.rst:212 msgid "" @@ -568,6 +581,11 @@ msgid "" "there is a minimum one and you want black bars to appear instead. This is " "also explained in the previous step." msgstr "" +"Визначте мінімальну роздільну здатність, а потім вирішіть, чи потрібно вам, " +"щоб ваша гра розтягувалася по вертикалі або по горизонталі для " +"співвідношення сторін, або була в одному мінімальному співвідношенні, з " +"відображенням чорних смуг по краях. Це також пояснюється у попередньому " +"кроці." #: ../../docs/about/faq.rst:217 msgid "" @@ -575,10 +593,14 @@ msgid "" "determine where controls should stay and move. If UIs are more complex, " "consider learning about Containers." msgstr "" +"Для користувацьких інтерфейсів використовуйте :ref:`закріплення " +"`, щоб визначити, де елементи керування повинні " +"залишатися, а де рухатися. Якщо користувацькі інтерфейси (UI) складніші, " +"ознайомтеся з інформацією про контейнери (Containers)." #: ../../docs/about/faq.rst:221 msgid "And that's it! Your game should work in multiple resolutions." -msgstr "" +msgstr "І це все! Ваша гра повинна працювати в декількох роздільностях." #: ../../docs/about/faq.rst:223 msgid "" @@ -587,36 +609,45 @@ msgid "" "to shrink images, and set that build to be used for certain screen sizes in " "the App Store or Google Play." msgstr "" +"Якщо є бажання, щоб ваша гра також працювала на стародавніх пристроях із " +"крихітними екранами (шириною менше 300 пікселів в ширину), ви можете " +"скористатись експортом, щоб зменшити зображення, і встановити, які збірки " +"використовуватимуться для певних розмірів екрана в App Store або Google Play." #: ../../docs/about/faq.rst:229 msgid "I have a great idea that will make Godot better. What do you think?" -msgstr "" +msgstr "У мене є чудова ідея, яка зробить Godot краще. Що ви думаєте?" #: ../../docs/about/faq.rst:231 msgid "" "Your idea will most certainly be ignored. Examples of stuff that is ignored " "by the developers:" msgstr "" +"Ваша ідея, безсумнівно, буде проігнорована. Приклади ідей, які ігноруються " +"розробниками:" #: ../../docs/about/faq.rst:234 msgid "Let's do this because it will make Godot better" -msgstr "" +msgstr "Давайте зробимо це, бо це зробить Godot краще" #: ../../docs/about/faq.rst:235 msgid "Let's do this in Godot because another game engine does it" -msgstr "" +msgstr "Давайте зробимо це в Godot, тому що інший ігровий рушій це робить" #: ../../docs/about/faq.rst:236 msgid "Let's remove this because I think it's not needed" -msgstr "" +msgstr "Давайте видалимо це, оскільки я думаю, що це не потрібно" #: ../../docs/about/faq.rst:237 msgid "Let's remove clutter and bloat and make Godot look nicer" msgstr "" +"Давайте вилучимо безлад та зайві елементи, і зробимо Godot ще красивішим" #: ../../docs/about/faq.rst:238 msgid "Let's add an alternative workflow for people who prefer it" msgstr "" +"Давайте додамо альтернативний робочий процес для людей, які надають перевагу " +"йому" #: ../../docs/about/faq.rst:240 msgid "" @@ -728,15 +759,15 @@ msgstr "" #: ../../docs/about/faq.rst:288 msgid "How can I support Godot development or contribute?" -msgstr "" +msgstr "Як я можу підтримати розвиток Godot або зробити свій внесок?" #: ../../docs/about/faq.rst:290 msgid "See :ref:`doc_ways_to_contribute`." -msgstr "" +msgstr "Див. :ref:`doc_ways_to_contribute`." #: ../../docs/about/faq.rst:293 msgid "Who is working on Godot? How can I contact you?" -msgstr "" +msgstr "Хто працює над Godot? Як я можу зв'язатися з вами?" #: ../../docs/about/faq.rst:295 msgid "" diff --git a/sphinx/po/uk/LC_MESSAGES/about/index.po b/sphinx/po/uk/LC_MESSAGES/about/index.po index 8f61adbaeb..d81a742590 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/index.po +++ b/sphinx/po/uk/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/about/introduction.po b/sphinx/po/uk/LC_MESSAGES/about/introduction.po index 4c7b178d4a..d70daec3e2 100644 --- a/sphinx/po/uk/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/uk/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/channels.po b/sphinx/po/uk/LC_MESSAGES/community/channels.po index dd6780df32..8469903113 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/channels.po +++ b/sphinx/po/uk/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 3bf97f7875..73aef21581 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po index 7b37bfc801..029dd602f2 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index fc1aff0f7a..3bb3f74ef7 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po index 494afaea2b..46d8098fe5 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po index 39743b03e0..8d502ce4a2 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po index ee2a86ddef..df99938bc0 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 1f1d50e319..ea7ff4d076 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po index e32e79e439..f916441a45 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/uk/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/index.po b/sphinx/po/uk/LC_MESSAGES/community/index.po index d1951882f9..eb41aa8f2b 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/index.po +++ b/sphinx/po/uk/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/resources.po b/sphinx/po/uk/LC_MESSAGES/community/resources.po index 29100da943..4a01a6bfcf 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/resources.po +++ b/sphinx/po/uk/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/community/tutorials.po b/sphinx/po/uk/LC_MESSAGES/community/tutorials.po index f16c34dfec..69ae7d2422 100644 --- a/sphinx/po/uk/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/uk/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,3 +54,7 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po index 0c4c7412ce..79089df73f 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po index c5034d14b2..ab637ad80a 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po index 697b50a940..78c73a050e 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po index e287a42920..7a2c475a3e 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po index 899574c22e..982844b911 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po index 0a764db331..5979f10cf5 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po index 40eb88afd3..f2f7cdd512 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po index 6b32fb604f..3a21bd1105 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 0ca99b5c8b..f72e73bf07 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po index b46e3e192b..320e818d34 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po index 464a321da7..65230e9a51 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 7c97307d41..2c6c7df922 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/uk/LC_MESSAGES/development/compiling/packaging_godot.po index ec4f3de9c2..5e3ad9e734 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/uk/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide.po index 35eeeedae8..4f8af5c7a5 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po index 4ed7810d9a..7c22353abc 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/creating_android_modules.po index 6c729dc2af..1dfe62c74d 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po index a76e9d030d..2475ee4659 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po index 6bd99e9f2d..096772ef7f 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 39a2e4aaa5..aa995d19dc 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index dd555ccf76..a9dbc4b509 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po index 799ad22dcf..7db234225d 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 67f816172a..e8bc4f7c06 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index a87927b2b4..971ddc6f1f 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po index 4827c839c6..75ba25c124 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po index 7de1d8743c..73f7b5073d 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/uk/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po index 1b8a6e8665..0f202f95ac 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/uk/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po index 0a799d3c9c..3f7a671ca3 100644 --- a/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/uk/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "Ресурси" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "Екземпляр" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "instance_placeholder" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "власник" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,409 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "Шлях до ресурсу" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +msgid "Skeleton" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +#, fuzzy +msgid "name" +msgstr "Назва" + +#: ../../docs/development/file_formats/tscn.rst:160 +#, fuzzy +msgid "parent" +msgstr "Прозорий" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "Анімація" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "Ресурси" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +msgid "ArrayMesh" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +#, fuzzy +msgid "primitive" +msgstr "Обмежувач" + +#: ../../docs/development/file_formats/tscn.rst:322 +msgid "arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +msgid "An example of ArrayMesh:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "Анімація" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +#, fuzzy +msgid "length" +msgstr "Довжина" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +msgid "path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:380 +#, fuzzy +msgid "interp" +msgstr "Center" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +#, fuzzy +msgid "imported" +msgstr "Демонстраційне вікно" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "Перетворення" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "Значення" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "Стала π." + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index d26aa0dcce..ad886b3e84 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po index 1aa0865f24..09656a3fc7 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po index 6a84da4cf7..ef238ec176 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po index a5648a7b33..863937b6db 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 8be6c2569e..b6833196e2 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -266,5 +266,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 7260fc914e..6ad5a2f366 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index ebda553b3a..938bb98168 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 59052ec6da..1cc5c8be0b 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 15a190d6c0..dd371d2b47 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index b693a52432..d908728f8f 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index e51cacecc1..43d5123e26 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 64b5429cd7..c87284f74c 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 996b229d1c..351c26fb76 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po index a4069dcfdf..d558168c41 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po index b9a1660def..db6b2dc9c3 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 21f0a43f93..1c6ede0efb 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po index 3480ad172f..2a44787a71 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 5c32956ed7..c3ce3031da 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 5068c7f26e..6629bd5f7d 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po index c1ad093fdd..1f037b3fc5 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po index 93f1c37d27..51005f6a22 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 572aa5a93c..6bb5d2186f 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 2383bef1dd..0427d9660f 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po index 078b32bc15..3de27a1eff 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po index ef3943eeca..88317da477 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 85a6b370d6..09e08c1894 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index c396cc3942..2a382e41d0 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po index 6013b24301..1110c559e6 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 76aab67be0..de4323499e 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index f8daa4fe3b..78d9a3de3e 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po index f86871fd2a..0d6bbc0ca7 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 5150007a14..1b4650d88c 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 0563501fce..e57524d2f0 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index 1275c9705a..f3e2f77df3 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 8dd0192ecf..3261742b12 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 35b4513cc7..be93b0ef93 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 5df949593f..1ba0c41118 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index a68844ae1a..9d4218b120 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 6d98b017bf..93c50b52fb 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 26eebab915..36a050d920 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index a548807165..6019ac7df0 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index ec5cbc5ca3..9b971da6d9 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index efa4e92f21..998db7ba26 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 77a5b1182e..2bc37a59ef 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po index d105d32fac..3971f73c3a 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index dbf20a19f3..351831ab1d 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index b6a280f46a..4e49b0bc3c 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 37dd27ff24..68c0892a33 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index f6ed6e9439..bc8821a63c 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 2ba518ca12..b712f482fb 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 40ef7160a7..a492b24b32 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 99cfa7a1f7..d2910c47be 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 2987347770..44951b6811 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index c551ba1baa..33e57ebe0a 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po index 9345a41e5d..486e94dd0b 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 79a242c187..a047415d34 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po index 797cbbbd49..a50acbd5ce 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 285f037be4..d63d3b8e49 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index 4b9d54bf83..b10c46db3c 100644 --- a/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/uk/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/index.po b/sphinx/po/uk/LC_MESSAGES/index.po index 34603ed62e..d531ff8c54 100644 --- a/sphinx/po/uk/LC_MESSAGES/index.po +++ b/sphinx/po/uk/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po index 7262ce4b14..da6d9c1a35 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po index a8459288c3..2c142e9c30 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po index 708ce4ad05..a471b4a821 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 12e4708eb4..07e0ed081d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po index 09e88096c7..fd44fa7f92 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index d4686a7791..71ae62c277 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 0b53818165..948fb01bab 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index 4db1081869..92831082b8 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index 51702f6b0b..ad8737e748 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index a01a3fa02f..6907a908ee 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index e134370311..7ea493bbf7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 8b1e3f204f..18364cfd8e 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -53,48 +53,48 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -153,11 +153,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 @@ -181,16 +181,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -200,26 +201,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -232,7 +233,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -247,209 +250,216 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -457,83 +467,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -541,130 +551,130 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -673,74 +683,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -749,290 +762,291 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 msgid "Adding a turret" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1040,188 +1054,194 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 msgid "Add the following code to ``TurretBodies.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1229,45 +1249,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index 0360ca9907..db5d7948b0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,13 +313,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 @@ -346,7 +347,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +355,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +383,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +407,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +424,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -470,7 +472,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -512,10 +514,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +532,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +540,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +568,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +578,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +594,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,20 +640,20 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" +msgid "Open up ``Player.gd`` and add the following class variable:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 @@ -660,7 +662,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +672,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +691,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +718,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +750,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +826,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -838,8 +842,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -884,12 +887,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -940,34 +943,36 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." +msgid "In this case, we want to respawn the target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -976,14 +981,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -993,23 +998,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1021,15 +1026,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 6fb9842ca0..1f2a6c6bdd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -238,9 +238,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -349,89 +349,88 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +msgid "Let's go through each of the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -440,30 +439,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -471,121 +470,121 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -593,13 +592,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -607,44 +606,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -652,14 +651,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -668,44 +667,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -714,27 +714,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -742,162 +743,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -905,148 +908,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index f7c6478013..5be15688b5 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -166,8 +166,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -190,7 +190,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -200,118 +200,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -319,51 +319,52 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -372,19 +373,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -393,80 +393,86 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +msgid "Open up ``Globals.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -475,46 +481,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -524,21 +530,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -546,7 +552,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -555,7 +561,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -564,424 +570,430 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 msgid "Add the following to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 msgid "Starting the respawn system" msgstr "Запускаємо систему повернення гравця" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +msgid "Now all of the weapons will reset when the player dies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -989,7 +1001,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -997,309 +1009,322 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 msgid "Add the following to ``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1307,39 +1332,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index aab8088aad..f2dcc12888 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,520 +27,524 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 +msgid "" +"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " +"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" -"And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " -"sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 -msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" +"add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -548,28 +552,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -579,80 +583,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -661,163 +665,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 88513c8545..248b459756 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -744,7 +745,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -785,9 +786,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -826,37 +827,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -865,19 +868,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -885,26 +888,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -912,7 +915,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -921,7 +924,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -930,20 +933,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -952,66 +955,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1021,7 +1024,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1029,23 +1032,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1055,28 +1058,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1085,21 +1088,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1107,380 +1110,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1488,149 +1498,153 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1638,122 +1652,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po index cd48ca8e90..703ff65ff3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index ae0cce75cf..63d2c8cbe7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po index bbf20afa61..10e7d43157 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index fca68185f6..b388d118ef 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index a7c2c5ef22..fdd5d0b70c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 15a9d18a7b..948968cd08 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index d6dd0e2bea..3a2ec8c530 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po index 81dcbccd81..5c38197f0c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po index 28d8df33db..e315c3335a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 70fa720099..58f62641c8 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 649fe885cf..883fb66cf5 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po index 3c669a075e..ca011bab62 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index 27bcdf31f7..edaa23900d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po index 8d08e55259..69e708c8f1 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po index b373f835df..066a04e7d0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction_2d.po index 1bf8054b7e..5de277188a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po index a741be627c..29e9ab990f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 99e5753b8c..ee1e12aac3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index 896994992a..e6a0692aec 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 85ba8ad7c1..efcb2701fe 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po index e13096f25a..cc5af7dff7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po index e10a295463..f3edcda836 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po index 2795cffd76..0d6a64f9fd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po index 9f8097221d..34ce1c4be6 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index ad7dc383c5..5e2f2fe553 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index e52800bc57..351ef1d134 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 6bb5a78f0b..1d1a954b82 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po index ab02504e07..77f322c4cc 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po index 3c976861fc..790f5da6d2 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po index 91b29b0374..0a2d54053f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po index 1e5c62e8de..7ebb087107 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index ccefe68c86..b3e840ff75 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,7 +63,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po index 5e5f1f27bf..3e42297130 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 81db003b85..b98a3f09b3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po index 0b7f0f201a..add58d775f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po index 1cfb2ec2a4..f36cdfa295 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index f34e2743d6..d90e67830c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po index 162ba08230..9bdab935d0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po index fe2adafa18..7c3d872d1d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 213fbbc4c0..f8c4a1510b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po index f0c6249049..4ab94856dd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po index acdf52dd0c..3648aba356 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po index d418708eb3..690408c33d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index b0a2e19c6c..c5145222dd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/rotations.po index 7059563ddb..5978762dab 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po index 1ce5c22749..b91fe1c0b3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po index 6814de36bb..e18e9b5dfa 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index d76aabaa13..f8cef99af9 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index bcc5a434cc..1cf7f8e5dd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po index fdff7cf3c6..518b30a109 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po index 164cb2ee49..8d4cfe2590 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 451ae90956..be7a445726 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po index 72d3eecfbe..3fad072296 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po index db4afe0031..3a65e2e25f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po index 11c6d34b3f..f057f5f4b3 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po index a99523b530..d399341ade 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po index 8e713fd7be..22ca27e67a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 7b4c2b4a63..97942cd6ad 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po index 1c059e2693..075486730f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po index 3d943f42cf..77c23f9c8f 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po index 25c3d31021..c9c0832ba7 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 266cdd1ab5..07d8977f07 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index a53b12c75b..b46894e928 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po index 09750722b7..cdfd40d198 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po index b4576c8160..4f126f43e5 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/services_for_ios.po index 0d39b321ba..243eff72e0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 1ada81a638..7885d8761d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po index aeaabb862b..959f9bea31 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 2eecd4d04c..8ad7c7ca1a 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index cebd25aa2a..9f55add2ca 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..232f0fe81a --- /dev/null +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,435 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: uk\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +msgid "GDNative C++ example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "Вступ" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "Як створити проект" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +msgid "There are a few prerequisites you'll need:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "Як створити проект" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +#, fuzzy +msgid "Compiling our plugin" +msgstr "Компілювання" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +#, fuzzy +msgid "Using your GDNative module" +msgstr "Користування модулем" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po index 7967259691..f2b6a3ffec 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po index fd90737b2d..b6b9b6cf1c 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po index 6e8ac57943..330911990d 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 0dc19da9a3..257413d4cd 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po index faf729b5e3..d3d4f4a13b 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_language.po index 6ddc1c1afa..431de583b0 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po index 9e6da68509..505a60b805 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index ae0b1ff895..f2d3e5d538 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po index e19288beac..9ab82a83b8 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po index 544e176724..a633fb0858 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po index 752c081587..7ff255c370 100644 --- a/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/uk/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po b/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po index d599dfb0ea..c561cb65b7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/index.po b/sphinx/po/zh_CN/LC_MESSAGES/about/index.po index bccfe0226f..a3fb69e681 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po b/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po index c90dc7ea42..921216e40b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -51,8 +51,9 @@ msgid "" "Godot in a few words. Here's however our PR presentation, which you are free " "to reuse if you need a quick writeup about Godot Engine." msgstr "" -"游戏引擎是一个复杂的工具, 因此很难用几句话来概括Godot。这是我们的公关介绍, 您" -"可以自由使用它。" +"游戏引擎是一个复杂的工具, 因此很难用三言两语来概括Godot。不管怎样我们还是在这" +"提供了公关介绍, 如果你想写一篇关于Godot引擎的简短介绍,那么你可以自由的使用它" +"们。" #: ../../docs/about/introduction.rst:27 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po b/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po index 46729ea5c5..c26d644c26 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index 5ca05e154e..8ddd43ddcf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po index 44a9aca17f..d8a0d6c136 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index b1fc371d3a..daa8e037d1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po index 1eb304ab43..8af5c456fc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po index bd645c499e..47da6984d6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po index 703c9ff519..527797602f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 93ecbfa078..f4d1c8a8c6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -370,7 +370,7 @@ msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:227 msgid "Tag" -msgstr "" +msgstr "标签" #: ../../docs/community/contributing/updating_the_class_reference.rst:227 msgid "Effect" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po index b953ac47a5..1e6595e8db 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/index.po b/sphinx/po/zh_CN/LC_MESSAGES/community/index.po index f798f289ad..41d8944f3f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/resources.po b/sphinx/po/zh_CN/LC_MESSAGES/community/resources.po index 36a3dbe006..2bc8160164 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/resources.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po b/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po index 3bc9f922e9..c7e2c06349 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,3 +54,7 @@ msgid "" "`HeartBeast `_" msgstr "" + +#: ../../docs/community/tutorials.rst:15 +msgid "`Steincodes `_" +msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po index 01589c4459..e5b58daa69 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po index 806904316f..d6ca729e38 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po index 0158328116..fedf4e33f9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 67d069c53c..1d33abeac0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po index 7218072778..cf394d53f9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po index e3cc468401..927d2881f8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po index 13c7f3ebea..e3ca27dacf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po index 04b590b71a..dc91c72621 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 73f6e3713d..8183435f68 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po index 3a24d4d898..1f37a80f51 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po index 15873bd64b..9223f48b82 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index e02df4f0ef..a2deb6d9ad 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/packaging_godot.po b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/packaging_godot.po index 2becb7f856..ee17204dcb 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/packaging_godot.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/compiling/packaging_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide.po index 76eae8dd73..ae59a52da2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po index 9994752107..00d17f1a9f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/creating_android_modules.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/creating_android_modules.po index 5be5a82491..c41922ba7e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/creating_android_modules.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/creating_android_modules.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po index 0452704396..778b2cd494 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po index 4b4c52d303..9668449151 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 1ecaed9855..af0a89f9c9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 616bc56c2f..7451b477f0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po index d536978c04..6a5f4fecb5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 39dfea28a2..1e7f7592b6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/development/cpp/inheritance_class_tree.rst:10 msgid "Reference" -msgstr "" +msgstr "参考" #: ../../docs/development/cpp/inheritance_class_tree.rst:15 msgid "Control" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index 6a91b8d9e2..9583cea16f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po index 207ab0d357..a9b53c4243 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po index ca001a35e7..a76baef23a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/cpp/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po index ae8ac1ca5b..3efd6302e2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po index 3789c804d9..6580041090 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,130 +122,42 @@ msgid "" "so on. For example, a spatial node looks like:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:65 -msgid "Resources" -msgstr "资源" - -#: ../../docs/development/file_formats/tscn.rst:66 -msgid "" -"Resources are components that make up the nodes. For example, a MeshInstance " -"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " -"may be either internal or external to the TSCN file." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:70 -msgid "" -"References to the resources are handled by id numbers in the resources " -"heading. External resources and internal resource are referred to with :code:" -"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " -"methods to refer to internal and external resource, you can have the same ID " -"for both an internal and external resource." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:76 -msgid "" -"For example, to refer to the resource :code:`[ext_resource id=3 type=" -"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:82 -msgid "External Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:84 -msgid "" -"External resources are links to resources not contained within the TSCN file " -"itself. An external resource consists of:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:87 -msgid "A path" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:88 -msgid "A type" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:89 -msgid "An ID" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:91 -msgid "" -"Godot alway generates absolute paths relative to the resource directory and " -"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " -"location are also valid." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:95 -msgid "Some example external resources are:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:104 -msgid "Internal Resources" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:106 -msgid "" -"A TSCN file can contain meshes, materials and other data, and these are " -"contained in the internal resources section of the file. The heading for an " -"internal resource looks similar to those of external resources, but does not " -"have a path. Internal resources also have :code:`key=value` pairs under each " -"heading. For example, a capsule collision shape looks like:" -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:119 -msgid "" -"Some internal resource contain links to other internal resources (such as a " -"mesh having a material). In this case, the referring resource must appear " -"before the reference to it. Thus, in the internal resources section of the " -"file, order does matter." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:124 -msgid "" -"Unfortunately, documentation on the formats for these subresources is " -"completely absent, and while some can be found through inspecting resources " -"of saved files, but others can only be found by looking through Godot's " -"source." -msgstr "" - -#: ../../docs/development/file_formats/tscn.rst:130 +#: ../../docs/development/file_formats/tscn.rst:64 msgid "The Scene Tree" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:132 +#: ../../docs/development/file_formats/tscn.rst:66 msgid "" "The scene tree is made up of ... nodes! The heading of each node consists of " "it's name, parent and (most of the time) a type. For example :code:`[node " "type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:136 +#: ../../docs/development/file_formats/tscn.rst:70 msgid "Other valid keywords include:" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:138 +#: ../../docs/development/file_formats/tscn.rst:72 msgid "instance" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:139 +#: ../../docs/development/file_formats/tscn.rst:73 msgid "instance_placeholder" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:140 +#: ../../docs/development/file_formats/tscn.rst:74 msgid "owner" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:141 +#: ../../docs/development/file_formats/tscn.rst:75 msgid "index (if two nodes have the same name)" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:142 +#: ../../docs/development/file_formats/tscn.rst:76 msgid "groups" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:144 +#: ../../docs/development/file_formats/tscn.rst:78 msgid "" "The first node in the file should not have the :code:`parent=Path/To/Node` " "entry in it's heading, and it is the scene root. All scene files should have " @@ -255,9 +167,407 @@ msgid "" "\".\"`. Here is an example scene tree (but without any node content). ::" msgstr "" -#: ../../docs/development/file_formats/tscn.rst:157 +#: ../../docs/development/file_formats/tscn.rst:91 msgid "" -"Similar to the internal resource, the content for each node is currently " -"undocumented. Fortunately it is easy to find out because you can simply save " -"a file with that node in it. Some example nodes are:" +"Similar to the internal resource, the document for each node is currently " +"incomplete. Fortunately it is easy to find out because you can simply save a " +"file with that node in it. Some example nodes are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:129 +#, fuzzy +msgid "Node Path" +msgstr "NodePath" + +#: ../../docs/development/file_formats/tscn.rst:131 +msgid "" +"A tree structure is not enough to represent the whole scene, Godot use a :" +"code:`NodePath(Path/To/Node)` structure to refer to another node or " +"attribute of the node anywhere in the scene tree. Some typical usages of " +"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, " +"animation track use :code:`NodePath()` points to animated attribute in node." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:154 +msgid "Skeleton" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:155 +msgid "" +"Skeleton node inherits Spatial node, besides that it may have a list of " +"bones described in key, value pair in the format :code:`bones/Id/" +"Attribute=Value`, attributes of bone consisits of" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:159 +msgid "name" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:160 +msgid "parent" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:161 +msgid "rest" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:162 +msgid "pose" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:163 +#: ../../docs/development/file_formats/tscn.rst:384 +msgid "enabled" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:164 +msgid "bound_children" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:166 +msgid ":code:`name` must put as the first attribute of each bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:168 +msgid "" +":code:`parent` is the index of parent bone in the bone list, with parent " +"index, the bone list is built to a bone tree" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:171 +msgid ":code:`rest` is the transform matrix of bone in rest position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:173 +msgid ":code:`pose` is the pose matrix use :code:`rest` as basis" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:175 +msgid "" +":code:`bound_children` is a list of NodePath() points to BoneAttachments " +"belong to this bone" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:178 +msgid "An example of a skeleton node with two bones:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:198 +msgid "BoneAttachment" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:199 +msgid "" +"BoneAttachment node is an intermediate node to describe some node being " +"parented to a single bone in Skeleton node. The BoneAttachment has a :code:" +"`bone_name=NameOfBone`, and the corresponding bone being the parent has the " +"BoneAttachment node in its :code:`bound_children` list." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:204 +msgid "An example of one MeshInstance parented to a bone in Skeleton:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:228 +#, fuzzy +msgid "AnimationPlayer" +msgstr "动画" + +#: ../../docs/development/file_formats/tscn.rst:229 +msgid "" +"AnimationPlayer works as an animation lib. it has animations listed in the " +"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation " +"internal resource. All the animation resources use the root node of " +"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/" +"To/Node)`." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:249 +msgid "Resources" +msgstr "资源" + +#: ../../docs/development/file_formats/tscn.rst:250 +msgid "" +"Resources are components that make up the nodes. For example, a MeshInstance " +"node will have an accompanying ArrayMesh resource. The ArrayMesh resource " +"may be either internal or external to the TSCN file." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:254 +msgid "" +"References to the resources are handled by id numbers in the resources " +"heading. External resources and internal resource are referred to with :code:" +"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different " +"methods to refer to internal and external resource, you can have the same ID " +"for both an internal and external resource." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:260 +msgid "" +"For example, to refer to the resource :code:`[ext_resource id=3 type=" +"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:266 +msgid "External Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:268 +msgid "" +"External resources are links to resources not contained within the TSCN file " +"itself. An external resource consists of:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:271 +msgid "A path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:272 +msgid "A type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:273 +msgid "An ID" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:275 +msgid "" +"Godot alway generates absolute paths relative to the resource directory and " +"thus prefixed with :code:`res://`, but paths relative to the TSCN file's " +"location are also valid." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:279 +msgid "Some example external resources are:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:288 +msgid "Internal Resources" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:290 +msgid "" +"A TSCN file can contain meshes, materials and other data, and these are " +"contained in the internal resources section of the file. The heading for an " +"internal resource looks similar to those of external resources, but does not " +"have a path. Internal resources also have :code:`key=value` pairs under each " +"heading. For example, a capsule collision shape looks like:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:303 +msgid "" +"Some internal resource contain links to other internal resources (such as a " +"mesh having a material). In this case, the referring resource must appear " +"before the reference to it. Thus, in the internal resources section of the " +"file, order does matter." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:308 +msgid "" +"Unfortunately, documentation on the formats for these subresources is not " +"complete, and while some can be found through inspecting resources of saved " +"files, others can only be found by looking through Godot's source." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:313 +#, fuzzy +msgid "ArrayMesh" +msgstr "数组" + +#: ../../docs/development/file_formats/tscn.rst:314 +msgid "" +"ArrayMesh consists of several surfaces, each in the format :code:`surface" +"\\Index={}`, each surface is a set of vertex and a material." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:317 +msgid "TSCN support two format of surface," +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:319 +msgid "for the old format, each surface has three essential keys:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:321 +msgid "primitive" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:322 +#, fuzzy +msgid "arrays" +msgstr "数组" + +#: ../../docs/development/file_formats/tscn.rst:323 +msgid "morph_arrays" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:325 +msgid "" +":code:`primitive` is an enumerate variable, :code:`primitive=4` which is " +"PRIMITIVE_TRIANGLES is frequently used." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:328 +msgid ":code:`arrays` as name suggestes is an array of array, it contains:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:330 +msgid "a array of vertex position" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:331 +msgid "tagents array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:332 +msgid "vertex color array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:333 +msgid "UV array 1" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:334 +msgid "UV array 2" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:335 +msgid "bone index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:336 +msgid "bone weight array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:337 +msgid "vertex index array" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:339 +msgid "" +":code:`morph_arrays` is an array of morph, each morph is exactly an :code:" +"`arrays` without vertex index array." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:342 +#, fuzzy +msgid "An example of ArrayMesh:" +msgstr "示例用法:" + +#: ../../docs/development/file_formats/tscn.rst:365 +msgid "Animation" +msgstr "动画" + +#: ../../docs/development/file_formats/tscn.rst:366 +msgid "" +"An animation resource consists of tracks. Besides, it has 'length', 'loop' " +"and 'step' applied to all the tracks." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:369 +msgid "length" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:370 +msgid "loop" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:371 +msgid "step" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:373 +msgid ":code:`length` and :code:`step` are both time in seconds" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:375 +msgid "" +"Each track is described by a list of key, value pairt in the format :code:" +"`tracks/Id/Attribute`, it includs:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:378 +msgid "type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:379 +msgid "path" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:380 +msgid "interp" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:381 +msgid "keys" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:382 +msgid "loop_wrap" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:383 +#, fuzzy +msgid "imported" +msgstr "Viewport" + +#: ../../docs/development/file_formats/tscn.rst:387 +msgid "" +"The :code:`type` must be put as the first attribute of each track. The value " +"of :code:`type` can be:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:390 +#, fuzzy +msgid "'transform'" +msgstr "变换" + +#: ../../docs/development/file_formats/tscn.rst:391 +#, fuzzy +msgid "'value'" +msgstr "值" + +#: ../../docs/development/file_formats/tscn.rst:392 +msgid "'method'" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:394 +msgid "" +"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It " +"is the path from animation root node (property of AnimationPlayer) to the " +"animated node or attrbute." +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:398 +msgid "" +"The :code:`interp` is the method to interpolate frames from the keyframes. " +"it is a enum variable and can has value:" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:401 +#, fuzzy +msgid "0 (constant)" +msgstr "常量" + +#: ../../docs/development/file_formats/tscn.rst:402 +msgid "1 (linear)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:403 +msgid "2 (cubic)" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:405 +msgid "" +"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have " +"different structure for track with different type" +msgstr "" + +#: ../../docs/development/file_formats/tscn.rst:408 +msgid "" +"A transform track use every 12 real number in the :code:`keys` to describte " +"a keyframe. The first number is the timestamp, the second number is the " +"transision (default 1.0 in transform track), followed by a three number " +"translation vector, followed by four number rotation quaternion (x,y,z,w) " +"and finally a three number scale vector." msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index b51fd2ee06..1c18822b3a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po index b5ae3418bc..708ba6c317 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po index 582f5cbe50..b0a2e1aecf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 06d8634166..43a9de2ba4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index fd95cd04fa..48b1e704a5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -267,5 +267,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164 msgid "" -"Then using the dotnet command line to restore package, in the project root::" +"Whenever packages are added or modified, run nuget restore in the root of " +"the project directory, to ensure that the nuget packages will be available " +"for msbuild to use, run::" msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index e3001e5ee2..cff282bb0d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 2c3464aef7..a00fbb659d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 403cfc3d6d..ee29ba29c5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index bc9e3c97e8..a7e9b6d472 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 5aa129d4ed..0979ab0d7a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 0e5b198707..1952db89a9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 5e9124738d..7611f45874 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index fe598fa038..7ec33c035e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 9c37b54ef2..b403449426 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po index 36e3482f88..acb4d53a10 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 64c24c6497..1389c9b874 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po index ef1855adb5..9cf4d90a9d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 41c852bfdb..7b6ac7a103 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 3b0fa6b286..c889da2ace 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po index 733a54717a..39d7e6874e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po index 2ed8925907..6c2490ddbf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po index f66b807389..45f378fa44 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index bb7c363f79..d557b27ea8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po index 63fdf610d4..ff306f495c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po index 5f6bb6540a..ebbe91a6e5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 1620827779..fa87e9292c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 40b351946c..4c3a6b2c51 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po index 30393c85a6..688043a6c8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index e4b24803b9..057b234aad 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 56a7ef831d..40b9d6677a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po index e96b3aa1ef..28baff11d0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 2ee90868ae..4d8ab296cd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -119,20 +119,19 @@ msgid "Groups" msgstr "分组" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:87 -#, fuzzy msgid "" "Nodes can be added to groups, as many as desired per node, and is a useful " "feature for organizing large scenes. There are two ways to do this. The " "first is from the UI, from the Groups button under the Node panel:" msgstr "" -"可以将节点添加到组中,每个节点所需的数量尽可能多,并且是组织大型场景的有用功" -"能。有两种方法可以做到这一点。第一个来自UI,从Node面板下的Groups按钮:" +"随着节点数的增加,一个有用的管理方式是把节点添加到组里。有两种方法可以做到这" +"一点。第一个通过UI实现,在Node面板下的Groups按钮:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:92 msgid "" "And the second way is from code. One example would be to tag scenes which " "are enemies:" -msgstr "第二种方法来自代码。一个例子在场景中标记出敌人:" +msgstr "第二种方法是通过代码实现。下面的例子是在场景中标记出敌人:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:110 msgid "" @@ -140,17 +139,16 @@ msgid "" "enemies can be notified about its alarm sounding by using :ref:`SceneTree." "call_group() `:" msgstr "" -"这样一来, 如果玩家在潜入一个秘密基地时被发现, 所有的敌人都可以通过使用: " -"\"SceneTree. call_group () \" 发出的警报声来通知" -"到:" +"这样一来, 如果玩家在潜入一个秘密基地时被发现时, 可以通过使用 :ref:`SceneTree." +"call_group() ` 发出的警报声来通知到所有的敌人:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:127 -#, fuzzy msgid "" "The above code calls the function ``player_was_discovered`` on every member " "of the group ``enemies``." msgstr "" -"上面的代码在群组``enemies``的每个成员上调用函数``player_was_discovered``。" +"上面的代码会使在群组 ``enemies`` 里的每个成员都会调用函数" +"``player_was_discovered``。" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:130 msgid "" @@ -168,6 +166,9 @@ msgid "" "and unpause it. It even comes with interesting signals. So check it out if " "you got some time!" msgstr "" +"类 :ref:`SceneTree ` 提供了很多有用的方法,例如与场景、场景" +"中节点的层次、节点分组交互。它让你可以很方便切换场景,重载场景,退出游戏,暂" +"停和继续游戏。它还有一些有趣的信号,如果你有空可以详细去查看!" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:151 msgid "Notifications" @@ -181,6 +182,9 @@ msgid "" "`Object._notification() ` function in your " "script:" msgstr "" +"Godot 有一个通知系统。这个是非常底层的虚函数,通常不需要放入代码里。只需要知" +"道有这个系统的存在。例如,你可以添加 :ref:`Object._notification() " +"` 到你的代码里:" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:188 msgid "" @@ -188,10 +192,12 @@ msgid "" "ref>` shows the notifications it can receive. However, in most cases " "GDScript provides simpler overrideable functions." msgstr "" +"在 :ref:`Class Reference ` 里的所有类的文档里说明了他们能接受" +"的通知。然而,在GDScript里有类似的更简便的可重写函数。" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:193 msgid "Overrideable functions" -msgstr "可覆写的函数" +msgstr "可重写的函数" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:195 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index a68a306ee2..7250628b40 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index d11280cdcc..f996cf307e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index f60019d7ec..87af8a5e2f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 3577cd19eb..c9a7e53c77 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:4 msgid "Design the GUI" -msgstr "" +msgstr "设计游戏图形界面(GUI)" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:6 msgid "" @@ -28,27 +28,30 @@ msgid "" "and bomb and rupee counters. By the end of this tutorial, you'll have a game " "GUI, ready to control with GDscript or VisualScript:" msgstr "" +"既然你已经掌握了基本知识, 我们将看到如何利用可复用的 UI 组件构建游戏用户界面 " +"(GUI): 生命条、能量条、炸弹和卢比计数器。直到本教程结束时, 你将拥有一个游戏 " +"GUI, 可以使用 GDscript 或 VisualScript 来控制:" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:13 #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:616 msgid "The final result" -msgstr "" +msgstr "最终效果" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:15 msgid "You'll also learn to:" -msgstr "" +msgstr "你还将学习:" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:17 msgid "Create flexible UI components" -msgstr "" +msgstr "创建灵活的 UI 组件" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:18 msgid "Use scene inheritance" -msgstr "" +msgstr "使用场景继承" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:19 msgid "Build a complex UI" -msgstr "" +msgstr "构建一个复杂的UI" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:21 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 4f419f1217..7f1eccf24b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index ebab60484d..0fe18af034 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index d75d3c2ab0..ccb2c8241a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po index c87ed1dedd..de29b291b5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index 0930340912..1659b88114 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index 56ffc30e73..2a2206ad09 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index eed1dd1d57..7919bae814 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 732fdc0a80..ea5be4ec3c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -94,33 +94,33 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 msgid "KEY1" -msgstr "" +msgstr "KEY1" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 #: ../../docs/getting_started/workflow/assets/importing_translations.rst:50 #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 msgid "string" -msgstr "" +msgstr "字符串" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:50 msgid "KEY2" -msgstr "" +msgstr "KEY2" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 msgid "KEYN" -msgstr "" +msgstr "KEYN" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:55 msgid "" @@ -129,80 +129,85 @@ msgid "" "be unique and represent a string universally (they are usually in uppercase, " "to differentiate from other strings). Here's an example:" msgstr "" +" 标签必须表示一种语言, 它必须选自 :ref:`valid locales ` " +"中的Locale列的有效值才能被引擎支持。KEY 标签必须是唯一的, 并普遍地代表某个字" +"符串 (它们通常是全大写, 以区别于其他字符串)。下面是一个示例:" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "id" -msgstr "" +msgstr "id" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "en" -msgstr "" +msgstr "en" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "es" -msgstr "" +msgstr "es" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 msgid "ja" -msgstr "" +msgstr "ja" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "GREET" -msgstr "" +msgstr "GREET" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "Hello, friend!" -msgstr "" +msgstr "Hello, friend!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "Hola, Amigo!" -msgstr "" +msgstr "Hola, Amigo!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "こんにちは" -msgstr "" +msgstr "こんにちは" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "ASK" -msgstr "" +msgstr "ASK" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "How are you?" -msgstr "" +msgstr "How are you?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "Cómo está?" -msgstr "" +msgstr "Cómo está?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "元気ですか" -msgstr "" +msgstr "元気ですか" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "BYE" -msgstr "" +msgstr "BYE" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "Good Bye" -msgstr "" +msgstr "Good Bye" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "Adiós" -msgstr "" +msgstr "Adiós" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "さようなら" -msgstr "" +msgstr "さようなら" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:71 msgid "CSV Importer" -msgstr "" +msgstr "CSV导入器" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:73 msgid "" "Godot will treat CSV files as translations by default. It will import them " "and generate one or more compressed translation resource files next to it." msgstr "" +"Godot 将 CSV 文件默认作为译文处理。它将导入该文件并在其旁边位置生成一个或多个" +"压缩过的翻译资源文件。" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:76 msgid "" @@ -210,3 +215,5 @@ msgid "" "when the game runs, specified in project.godot (or the project settings). " "Godot allows loading and removing translations at runtime as well." msgstr "" +"导入过程还会将翻译添加到在游戏运行时加载的翻译列表中, 在 project.godot文件 " +"(或项目设置) 中指定。Godot还允许在运行时加载和删除翻译。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po index 2330c4dff7..d12e40fb66 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index caa475d4a4..f00e69e517 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po index a0a547f569..f8752b5d4f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 92b99db652..50d56227c9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 6eceeed08a..1e32123b3a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index cf172882a3..50254fa41a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index e1a583c36e..2c3c8611ef 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 86f70ed9b1..d077b86770 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po index 393eb561ad..7c8235503f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po index 4ce634d3fd..bd56134022 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po index 481058dd57..3a41614d4f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po index 7b17c8c363..4b9204d595 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po index c9d13f7795..f507030bb5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po index 3ff041840f..8bdc661fa1 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po index e6aac59e2c..7c75875730 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/getting_started/workflow/project_setup/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/index.po b/sphinx/po/zh_CN/LC_MESSAGES/index.po index 3d1f0c9e73..117e200db8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgid "" "documentation of the current **stable** branch? `Have a look here `_." msgstr "" -"这是不稳定(master)分支的文档。想要看当前**稳定**分支的文档? `请查看这里" +"这是不稳定(master)分支的文档。想要看当前**稳定**分支的文档? `请查看这里 " "`_。" #: ../../docs/index.rst:13 @@ -38,9 +38,9 @@ msgid "" "` to get an overview of what this documentation has to " "offer." msgstr "" -"欢迎来到戈多游戏引擎的官方文档,戈多引擎是一款免费,开源社区驱动的2D和3D游戏" -"引擎,如果你是新手,我建议您先阅读 `文档简介` 链接以便全面了解该文档所提供到" -"内容。" +"欢迎来到Godot游戏引擎的官方文档,Godot引擎是一款免费,开源社区驱动的2D和3D游" +"戏引擎!如果你是第一次看这个文档,我们建议您先阅读 :ref:`简介 " +"` 以便对本文档所提供的内容做一个概览。" #: ../../docs/index.rst:18 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po index 4b0685c6a2..d5316e620e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po index eee66a6ba2..03ad379299 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po index dbada512ec..552a19870f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 9623b5b386..9ec0d87da7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po index 7090117ab6..e884079c7c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 7a6761c5d7..b69a4dfdd6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 1486597ae1..0f1d7df6f8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po index 0db143636e..92c728be43 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/3d_performance_and_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -31,6 +31,8 @@ msgid "" "are always trade-offs, which consist in trading speed for usability and " "flexibility. Some practical examples of this are:" msgstr "" +"戈多遵循平衡的表现哲学。 在性能方面,总是存在权衡,其中包括可用性和灵活性间的" +"转换速度。 这方面的一些实际例子是:" #: ../../docs/tutorials/3d/3d_performance_and_limitations.rst:13 msgid "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po index f04f050edc..798e0d06cc 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/baked_lightmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 81d4165156..2e31250936 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po index 5b86c52ae5..c2e7ce7799 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po index 1aca103d77..a9fb4f37bf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_five.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,7 +27,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:9 msgid "" -"In this part we're going to add grenades to our player, give our player the " +"In this part we're going to add grenades to the player, give the player the " "ability to grab and throw objects, and add turrets!" msgstr "" @@ -54,48 +54,48 @@ msgstr "添加脚本" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:22 msgid "" -"First, let's give our player some grenades to play with. Open up ``Grenade." +"First, let's give the player some grenades to play with. Open up ``Grenade." "tscn``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:24 msgid "" -"There's a few things to note here, the first and foremost being that our " +"There's a few things to note here, the first and foremost being that the " "grenades are going to use :ref:`RigidBody ` nodes. We're " "going to use :ref:`RigidBody ` nodes for our grenades so " -"they bounce around the world in a somewhat realistic manner." +"they bounce around the world in a (somewhat) realistic manner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:27 msgid "" "The second thing to note is ``Blast_Area``. This is a :ref:`Area " -"` node that will represent the blast radius of our grenade." +"` node that will represent the blast radius of the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:29 msgid "" "Finally, the last thing to note is ``Explosion``. This is the :ref:" "`Particles ` node that will emit an explosion effect when " -"the grenades explodes. One thing to note here is that we have ``One shot`` " -"enabled. This is so we emit all of our particles at once. We're also " -"emitting in world coordinates instead of local coordinates, so we have " -"``Local Coords`` unchecked as well." +"the grenade explodes. One thing to note here is that we have ``One shot`` " +"enabled. This is so we emit all of the particles at once. The particles are " +"also emitting using world coordinates instead of local coordinates, so we " +"have ``Local Coords`` unchecked as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:33 msgid "" -"If you want you can see how the particles are set up by looking through it's " -"``Process Material`` and ``Draw Passes``." +"If you want, you can see how the particles are set up by looking through the " +"particle's ``Process Material`` and ``Draw Passes``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:35 msgid "" -"Let's write the code needed for our grenade. Select ``Grenade`` and make a " +"Let's write the code needed for the grenade. Select ``Grenade`` and make a " "new script called ``Grenade.gd``. Add the following:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:91 -msgid "Let's go over what's happening, starting with the global variables:" +msgid "Let's go over what's happening, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:93 @@ -154,11 +154,11 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:103 msgid "" "Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). " -"This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time the " -"particles are emitting, so when the particles are done we destroy/free the " -"grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life " -"time and dividing it by the particle's speed scale. This gets us the exact " -"time the explosion particles will last." +"This is because we want ``EXPLOSION_WAIT_TIME`` to be equal to the length of " +"time the explosion particles are emitting, so when the particles are done we " +"destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the " +"particle's life time and dividing it by the particle's speed scale. This " +"gets us the exact time the explosion particles will last." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:109 @@ -167,8 +167,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:111 msgid "" -"First we get all of the nodes we'll need and assign them to the proper " -"global variables." +"First we get all of the nodes we'll need and assign them to the proper class " +"variables." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:113 @@ -182,16 +182,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:116 msgid "" "The reason we need to get the blast :ref:`Area ` is so we can " -"damage everything inside it when it explodes. We'll be using code similar to " -"the knife weapon in our player. We need the :ref:`Particles " -"` so we can emit them when we explode." +"damage everything inside it when the grenade explodes. We'll be using code " +"similar to the knife code in the player. We need the :ref:`Particles " +"` so we can emit particles when the grenade explodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:119 msgid "" -"After we get all of the nodes and assign them to their global variables, we " +"After we get all of the nodes and assign them to their class variables, we " "then make sure the explosion particles are not emitting, and that they are " -"set to emit in one shot." +"set to emit in one shot. This is to be extra sure the particles will behave " +"the way we expect them to." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:124 @@ -201,26 +202,26 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:126 msgid "" "First we check to see if the ``grenade_timer`` is less than " -"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have " -"to wait ``GRENADE_TIME`` seconds, allowing our :ref:`RigidBody " -"` to move around." +"``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so the " +"grenade has to wait ``GRENADE_TIME`` seconds, before exploding, allowing " +"the :ref:`RigidBody ` to move around." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:129 msgid "" "If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to " -"check if we waited long enough and need to explode. We do this by checking " -"to see if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will " -"be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code " -"under the check will only be called once, right when we've waited long " -"enough and need to explode." +"check if the grenade has waited long enough and needs to explode. We do this " +"by checking to see if ``explosion_wait_timer`` is equal to ``0`` or less. " +"Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, " +"whatever code under the check will only be called once, right when the " +"grenade has waited long enough and needs to explode." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:133 msgid "" -"If we've waited long enough to explode, we first tell the " +"If the grenade has waited long enough to explode, we first tell the " "``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, " -"and disable ``rigid_shape``, effectively hiding our grenade." +"and disable ``rigid_shape``, effectively hiding the grenade." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:136 @@ -233,7 +234,9 @@ msgstr "" msgid "" "Then we get all of the bodies in ``blast_area``, check to see if they have " "the ``bullet_hit`` method/function, and if they do we call it and pass in " -"``GRENADE_DAMAGE`` and the grenade's position." +"``GRENADE_DAMAGE`` and the transform from the body looking at the grenade. " +"This makes it where the bodies exploded by the grenade will explode outwards " +"from the grenade's position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:141 @@ -248,209 +251,216 @@ msgid "" "Next we check to see if ``explosion_wait_timer`` is more than or equal to " "``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be " "called once. If ``explosion_wait_timer`` is more or equal to " -"``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles " -"` play and can free/destroy ourselves." +"``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:" +"`Particles ` play and we can free/destroy the grenade as we " +"no longer need it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:148 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:149 msgid "" "Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade." "tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:150 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:151 msgid "" "``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one " "small addition. We now have a second :ref:`Area `, called " -"``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided " -"with the environment and need to stick to something." +"``Sticky_Area``. We will be using ``Stick_Area`` to detect when the sticky " +"grenade has collided with the environment and needs to stick to something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:154 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:155 msgid "" "Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade." "gd``. Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:244 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:245 msgid "" "The code above is almost identical to the code for ``Grenade.gd``, so let's " -"go over what's changed." +"just go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:246 -msgid "First, we have a few more global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:248 -msgid "" -"``attached``: A variable for tracking whether or not we've attached to a :" -"ref:`PhysicsBody `." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:247 +msgid "First, we have a few more class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:249 msgid "" -"``attach_point``: A variable to hold a :ref:`Spatial ` that " -"will be at the position we collided at." +"``attached``: A variable for tracking whether or not the sticky grenade has " +"attached to a :ref:`PhysicsBody `." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:250 msgid "" +"``attach_point``: A variable to hold a :ref:`Spatial ` that " +"will be at the position the sticky grenade collided at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:251 +msgid "" "``player_body``: The player's :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:252 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:253 msgid "" -"These additions are so we can stick to any :ref:`PhysicsBody " -"` we happen to hit. We also now need the player's :ref:" -"`KinematicBody ` so we don't stick to the player that " -"threw this grenade." +"These additions are so the sticky grenade can stick to any :ref:`PhysicsBody " +"` it happens to hit. We also now need the player's :ref:" +"`KinematicBody ` so the sticky grenade does not stick " +"to the player when the player throws it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:257 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:258 msgid "" "Now let's look at the small change in ``_ready``. In ``_ready`` we've added " "a line of code so when any body enters ``Stick_Area``, the " "``collided_with_body`` function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:262 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:263 msgid "Next let's take a look at ``collided_with_body``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:265 msgid "" -"First we make sure we're not colliding with ourself. Because our :ref:`Area " -"` does not know it's attached to the grenade's :ref:`RigidBody " -"`, we need to make sure we're not going to stick to " -"ourself. If we have collided with ourself, we ignore it by returning." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:267 -msgid "" -"We then check to see if we have something assigned to ``player_body``, and " -"if the body we collided with is the player that threw this grenade. If the " -"body we've collided with is indeed ``player_body``, we ignore it by " +"First we make sure the sticky grenade is not colliding with itself. Because " +"the sticky :ref:`Area ` does not know it's attached to the " +"grenade's :ref:`RigidBody `, we need to make sure it's not " +"going to stick to itself by checking to make sure the body it has collided " +"with is not itself. If we have collided with ourself, we ignore it by " "returning." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:270 -msgid "Next we check if we are attached already or not." +msgid "" +"We then check to see if we have something assigned to ``player_body``, and " +"if the body the sticky grenade has collided with is the player that threw " +"it. If the body the sticky grenade has collided with is indeed " +"``player_body``, we ignore it by returning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:273 msgid "" -"If we are not attached, we then set ``attached`` to true so we know we've " -"attached to something." +"Next we check if the sticky grenade has attached to something already or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:275 msgid "" -"We then make a new :ref:`Spatial ` node, and make it a child " -"of the body we collided with. We then set the :ref:`Spatial " -"`'s position to our current position." +"If the sticky grenade is not attached, we then set ``attached`` to true so " +"we know the sticky grenade has attached to something." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:277 msgid "" -"Because we've added the :ref:`Spatial ` as a child of the " -"body we've collided with, it will follow along with said body. We can then " -"use this :ref:`Spatial ` to set our position, so we're always " -"at the same position relative to the body we collided with." +"We then make a new :ref:`Spatial ` node, and make it a child " +"of the body the sticky grenade collided with. We then set the :ref:`Spatial " +"`'s position to the sticky grenade's current global position." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:280 msgid "" -"We then disable ``rigid_shape`` so we're not constantly moving whatever body " -"we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the " -"grenade does not move." +"Because we've added the :ref:`Spatial ` as a child of the " +"body the sticky grenade has collided with, it will follow along with said " +"body. We can then use this :ref:`Spatial ` to set the sticky " +"grenade's position, so it is always at the same position relative to the " +"body it collided with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:284 -msgid "Finally, lets go over the few changes in ``_process``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:286 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:283 msgid "" -"Now we're checking to see if we are attached right at the top of " -"``_process``." +"We then disable ``rigid_shape`` so the sticky grenade is not constantly " +"moving whatever body it has collided with. Finally, we set our mode to " +"``MODE_STATIC`` so the grenade does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:288 +msgid "Finally, lets go over the few changes in ``_process``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:290 msgid "" -"If we are attached, we then make sure the attached point is not equal to " -"``null``. If the attached point is not equal to ``null``, we set our global " -"position (using our global :ref:`Transform `'s origin) to " -"the global position of the :ref:`Spatial ` assigned to " -"``attach_point`` (using its global :ref:`Transform `'s " -"origin)." +"Now we're checking to see if the sticky grenade is attached right at the top " +"of ``_process``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:292 msgid "" -"The only other change is now before we free/destroy the grenade, we check to " -"see if we have an attached point. If we do, we also call ``queue_free`` on " -"it, so it's also freed/destroyed." +"If the sticky grenade is attached, we then make sure the attached point is " +"not equal to ``null``. If the attached point is not equal to ``null``, we " +"set the sticky grenade's global position (using its global :ref:`Transform " +"`'s origin) to the global position of the :ref:`Spatial " +"` assigned to ``attach_point`` (using its global :ref:" +"`Transform `'s origin)." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:296 -msgid "Adding grenades to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:298 msgid "" -"Now we need to add some code to ``Player.gd`` so we can use our grenades." +"The only other change is now before we free/destroy the sticky grenade is to " +"check to see if the sticky grenade has a attached point. If it does, we also " +"call ``queue_free`` on the attach point, so it's also freed/destroyed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:300 +msgid "Adding grenades to the player" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:302 +msgid "" +"Now we need to add some code to ``Player.gd`` so we can use the grenades." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:304 msgid "" "First, open up ``Player.tscn`` and expand the node tree until you get to " "``Rotation_Helper``. Notice how in ``Rotation_Helper`` we have a node called " "``Grenade_Toss_Pos``. This is where we will be spawning the grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:307 msgid "" "Also notice how it's slightly rotated on the ``X`` axis, so it's not " "pointing straight, but rather slightly up. By changing the rotation of " "``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:310 msgid "" -"Okay, now lets start making the grenades work with our player. Add the " -"following global variables to ``Player.gd``:" +"Okay, now let's start making the grenades work with the player. Add the " +"following class variables to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 msgid "" -"``grenade_amounts``: The amount of grenades we are currently carrying for " -"each type of grenade." +"``grenade_amounts``: The amount of grenades the player is currently carrying " +"(for each type of grenade)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:321 msgid "" -"``current_grenade``: The name of the grenade type we're currently using." +"``current_grenade``: The name of the grenade the player is currently using." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 msgid "``grenade_scene``: The grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:323 msgid "" "``sticky_grenade_scene``: The sticky grenade scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:320 -msgid "``GRENADE_THROW_FORCE``: The force at which we throw the grenade at." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +msgid "" +"``GRENADE_THROW_FORCE``: The force at which the player will throw the " +"grenades at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:326 msgid "Most of these variables are similar to how we have out weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:328 msgid "" "While it's possible to make a more modular grenade system, I found it was " "not worth the additional complexity for just two grenades. If you were going " @@ -458,83 +468,83 @@ msgid "" "system for grenades similar to how we have the weapons set up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:333 msgid "" "Now we need to add some code in ``_process_input`` Add the following to " "``_process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:363 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:365 msgid "" "First, we check to see if the ``change_grenade`` action has just been " -"pressed. If it has, we then check to see which grenade we are currently " -"using. Based on the name of the grenade we're currently using, we change " -"``current_grenade`` to the opposite grenade name." +"pressed. If it has, we then check to see which grenade the player is " +"currently using. Based on the name of the grenade the player is currently " +"using, we change ``current_grenade`` to the opposite grenade name." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:368 msgid "" "Next we check to see if the ``fire_grenade`` action has just been pressed. " -"If it has, we then check to see if we have more than ``0`` grenades for the " -"current grenade we have selected." +"If it has, we then check to see if the player has more than ``0`` grenades " +"for the current grenade type selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:371 msgid "" -"If we have more than ``0`` grenades, we then remove one from the grenade " -"amounts for the current grenade. Then, based on the grenade we're currently " -"using we instance the proper grenade scene and assign it to " -"``grenade_clone``." +"If the player has more than ``0`` grenades, we then remove one from the " +"grenade amounts for the current grenade. Then, based on the grenade the " +"player is currently using, we instance the proper grenade scene and assign " +"it to ``grenade_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:374 msgid "" -"Next we add ``grenade_clone`` as a child of the node at the root, and set " -"its global :ref:`Transform ` to ``Grenade_Toss_Pos``'s " -"global :ref:`Transform `. Finally, we apply an impulse to " -"the grenade so that it is launched forward, relative to the ``Z`` " -"directional vector of ``grenade_clone``'s." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:376 -msgid "" -"Now we can use both types of grenades, but there's a few things we should " -"probably add before we move on to adding the other things." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:378 -msgid "" -"We still need a way to see how many grenades we have left, and we should " -"probably have a way to get more grenades when we pick up ammo." +"Next we add ``grenade_clone`` as a child of the node at the root and set its " +"global :ref:`Transform ` to ``Grenade_Toss_Pos``'s global :" +"ref:`Transform `. Finally, we apply an impulse to the " +"grenade so that it is launched forward, relative to the ``Z`` directional " +"vector of ``grenade_clone``'s." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:380 msgid "" -"First, let's change some of the code in ``Player.gd`` so we can see how many " -"grenades we have left. Change ``process_UI`` to the following:" +"Now the player can use both types of grenades, but there is still a few " +"things we should probably add before we move on to adding the other things." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:396 -msgid "Now we'll show how many grenades we have left in our UI." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:382 msgid "" -"While we're still in ``Player.gd``, let's add a function to add grenades. " -"Add the following function to ``Player.gd``:" +"We still need a way to show the player how many grenades are left, and we " +"should probably add a way to get more grenades when the player picks up ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:384 +msgid "" +"First, let's change some of the code in ``Player.gd`` to show how many " +"grenades are left. Change ``process_UI`` to the following:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:400 +msgid "Now we'll show how many grenades the player has left in the UI." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:402 +msgid "" +"While we're still in ``Player.gd``, let's add a function to add grenades to " +"the player. Add the following function to ``Player.gd``:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:410 msgid "" "Now we can add a grenade using ``add_grenade``, and it will automatically be " "clamped to a maximum of ``4`` grenades." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:408 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:412 msgid "" "You can change the ``4`` to a constant if you want. You'd need to make a new " "global constant, something like ``MAX_GRENADES``, and then change the clamp " @@ -542,130 +552,130 @@ msgid "" "``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 msgid "" -"If you do not want to limit how many grenades you can carry, remove the line " -"that clamps the grenades altogether!" +"If you do not want to limit how many grenades the player can carry, remove " +"the line that clamps the grenades altogether!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:417 msgid "" "Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and " "use it!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:419 msgid "" "Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. " "Change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:434 msgid "" -"Now we're also checking to see if the body has the ``add_grenade`` function. " -"If it does, we call it like we call ``add_ammo``." +"Now we are also checking to see if the body has the ``add_grenade`` " +"function. If it does, we call it like we call ``add_ammo``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:432 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:436 msgid "" -"You may have noticed we're using a new constant we haven't defined yet, " -"``GRENADE_AMOUNTS``. Let's add it! Add the following global variable to " -"``AmmoPickup.gd`` with the other global variables:" +"You may have noticed we are using a new constant we have not defined yet, " +"``GRENADE_AMOUNTS``. Let's add it! Add the following class variable to " +"``AmmoPickup.gd`` with the other class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:439 -msgid "" -"``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size " -"contains." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:443 +msgid "``GRENADE_AMOUNTS``: The amount of grenades each pick up contains." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:441 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:445 msgid "" "Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so " -"the small ammo pick up does not give our player any additional grenades." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:446 -msgid "Now you should be able to throw grenades now! Go give it a try!" +"the small ammo pick up does not give the player any additional grenades." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:450 -msgid "Adding the ability to grab and throw RigidBody nodes to the player" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:452 -msgid "" -"Next let's give our player the ability to pick up and throw :ref:`RigidBody " -"` nodes." +msgid "Now you should be able to throw grenades now! Go give it a try!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:454 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Adding the ability to grab and throw RigidBody nodes to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:456 +msgid "" +"Next let's give the player the ability to pick up and throw :ref:`RigidBody " +"` nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:458 +msgid "Open up ``Player.gd`` and add the following class variables:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:467 msgid "" "``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody " "` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:464 -msgid "``OBJECT_THROW_FORCE``: The force we throw the grabbed object at." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 msgid "" -"``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the " -"grabbed object at." +"``OBJECT_THROW_FORCE``: The force the player throws the grabbed object at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:469 +msgid "" +"``OBJECT_GRAB_DISTANCE``: The distance away from the camera the player holds " +"the grabbed object at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:470 msgid "" "``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast " -"` goes. This is our grab distance." +"` goes. This is the player's grab distance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:468 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:472 msgid "" "With that done, all we need to do is add some code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:506 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:510 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:508 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 msgid "" "First we check to see if the action pressed is the ``fire`` action, and that " -"we are using the ``UNARMED`` weapon. This is because we only want to be able " -"to pick up and throw objects when we're not using any weapons. This is a " -"design choice, but I feel it gives ``UNARMED`` a use." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:512 -msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +"the player is using the ``UNARMED`` 'weapon'. This is because we only want " +"the player to be able to pick up and throw objects when the player is not " +"using any weapons. This is a design choice, but I feel it gives ``UNARMED`` " +"a use." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:516 +msgid "Next we check to see whether or not ``grabbed_object`` is ``null``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:520 msgid "" "If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:" "`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:522 msgid "" "We first get the direct space state from the current :ref:`World " "`. This is so we can cast a ray entirely from code, instead of " "having to use a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:525 msgid "" "see :ref:`Ray-casting ` for more information on raycasting " "in Godot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:523 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:527 msgid "" "Then we get the center of the screen by dividing the current :ref:`Viewport " "` size in half. We then get the ray's origin point and end " @@ -674,74 +684,77 @@ msgid "" "`Ray-casting `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:526 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:530 msgid "" -"Next we send our ray into the space state and see if we get a result. We add " -"ourselves and the knife's :ref:`Area ` as two exceptions so we " -"cannot carry ourselves or the knife's collision area." +"Next we send the ray into the space state and see if it gets a result. We " +"add the player and the knife's :ref:`Area ` as two exceptions so " +"the player cannot carry themselves or the knife's collision :ref:`Area " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:533 msgid "" -"Then we check to see if we got a result back. If we have, we then see if the " -"collider the ray collided with is a :ref:`RigidBody `." +"Then we check to see if we got a result back from the ray. If we have, we " +"then see if the collider the ray collided with is a :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:531 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:535 msgid "" "If the ray collided with a :ref:`RigidBody `, we set " "``grabbed_object`` to the collider the ray collided with. We then set the " "mode on the :ref:`RigidBody ` we collided with to " -"``MODE_STATIC`` so it's not moved." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:534 -msgid "" -"Finally, we set its collision layer and collision mask to ``0``. This will " -"make it have no collision layer or mask, which will means it will not be " -"able to collide with anything." +"``MODE_STATIC`` so it does not move." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:538 msgid "" -"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" -"`RigidBody ` we're holding." +"Finally, we set the grabbed :ref:`RigidBody `'s collision " +"layer and collision mask to ``0``. This will make the grabbed :ref:" +"`RigidBody ` have no collision layer or mask, which will " +"means it will not be able to collide with anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:543 +msgid "" +"If ``grabbed_object`` is not ``null``, then we need to throw the :ref:" +"`RigidBody ` the player is holding." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 msgid "" "We first set the :ref:`RigidBody ` we holding mode to " "``MODE_RIGID``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:547 msgid "" "This is making a rather large assumption that the all rigid bodies will be " "using ``MODE_RIGID``. While that is the case for this tutorial series, that " "may not be the case in other projects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 msgid "" "If you have :ref:`RigidBody `'s with different modes, you " "may need to store the mode of the :ref:`RigidBody ` you " -"have picked up into a global variable so you can change it back to the mode " +"have picked up into a class variable so you can change it back to the mode " "it was in before you picked it up." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:553 msgid "" "Then we apply an impulse to send it flying forward. We send it flying in the " "direction the camera is facing, at ``OBJECT_THROW_FORCE`` force." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 msgid "" "We then set the grabbed :ref:`RigidBody `'s collision layer " "and mask to ``1``, so it can collide with anything on layer ``1`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:557 msgid "" "This is, once again, making a rather large assumption that all rigid bodies " "will be only on collision layer ``1``, and all collision masks will be on " @@ -750,291 +763,292 @@ msgid "" "before you change them to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:555 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:560 msgid "" -"Finally, we set ``grabbed_object`` to ``null`` since we have successfully " -"thrown the held object." +"Finally, we set ``grabbed_object`` to ``null`` since the player has " +"successfully thrown the held object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 msgid "" "The last thing we do is check to see whether or not ``grabbed_object`` is " -"equal to ``null``, outside of the grabbing/throwing code." +"equal to ``null``, outside all of the grabbing/throwing related code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:566 msgid "" "While technically not input related, it's easy enough to place the code " "moving the grabbed object here because it's only two lines, and then all of " "the grabbing/throwing code is in one place" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:569 msgid "" -"If we are holding an object, we set its global position to the camera's " -"position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing." +"If the player is holding a object, we set its global position to the " +"camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera " +"is facing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:568 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:573 msgid "" "Before we test this, we need to change something in ``_physics_process``. " -"While we're holding an object, we don't want to be able to change weapons or " -"reload, so change ``_physics_process`` to the following:" +"While the player is holding an object, we do not want the player to be able " +"to change weapons or reload, so change ``_physics_process`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:585 -msgid "Now we cannot change weapons or reload while holding an object." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +msgid "Now the player cannot change weapons or reload while holding an object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 msgid "" "Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:590 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:595 #, fuzzy msgid "Adding a turret" msgstr "添加脚本" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:592 -msgid "Next, let's make a turret to shoot our player!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:597 +msgid "Next, let's make a turret to shoot the player!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:599 msgid "" "Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:596 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 msgid "" -"Notice how our turret is broken up into several parts. We have a ``Base``, " +"Notice how the turret is broken up into several parts. We have a ``Base``, " "``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:603 msgid "" "Open up ``Base`` and you'll find it's a :ref:`StaticBody ` " "and a mesh. Open up ``Head`` and you'll find there's several meshes, a :ref:" "`StaticBody ` and a :ref:`Raycast ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 msgid "" -"One thing to note with the ``Head`` is that the raycast will be where our " -"bullets will fire from if we are using raycasting. We also have two meshes " -"called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " +"One thing to note with the ``Head`` is that the raycast will be where the " +"turret's bullets will fire from if we are using raycasting. We also have two " +"meshes called ``Flash`` and ``Flash_2``. These will be the muzzle flash that " "briefly shows when the turret fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:604 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:609 msgid "" "``Vision_Area`` is a :ref:`Area ` we'll use as the turret's " "ability to see. When something enters ``Vision_Area``, we'll assume the " "turret can see it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:611 msgid "" "``Smoke`` is a :ref:`Particles ` node that will play when " "the turret is destroyed and repairing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:615 msgid "" -"Now that we've looked at how the scene is set up, lets start writting the " +"Now that we've looked at how the scene is set up, lets start writing the " "code for the turret. Select ``Turret`` and create a new script called " "``Turret.gd``. Add the following to ``Turret.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:776 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 msgid "" "This is quite a bit of code, so let's break it down function by function. " -"Let's first look at the global variables:" +"Let's first look at the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:778 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 msgid "" "``use_raycast``: A exported boolean so we can change whether the turret uses " "objects or raycasting for bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:779 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 msgid "" "``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:780 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 msgid "" "``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast " "` bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:781 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 msgid "" "``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are " "visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "" "``flash_timer``: A variable for tracking how long the muzzle flash meshes " "have been visible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:783 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:784 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:785 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "``node_turret_head``: A variable to hold the ``Head`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "``current_target``: The turret's current target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:805 msgid "" "``destroyed_timer``: A variable for tracking the amount of time a turret has " "been destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:806 msgid "" "``bullet_scene``: The bullet scene the turret fires (same scene as the " "player's pistol)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 -msgid "Phew, that's quite a few global variables!" +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:808 +msgid "Phew, that's quite a few class variables!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:807 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:812 msgid "Let's go through ``_ready`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:809 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:814 msgid "" "First we get the vision area and connect the ``body_entered`` and " "``body_exited`` signals to ``body_entered_vision`` and " "``body_exited_vision`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:811 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:816 msgid "" "We then get all of the nodes and assign them to their respective variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:818 msgid "" "Next add some exceptions to the :ref:`Raycast ` so the turret " "cannot hurt itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 msgid "" -"Then we make both flash meshes invisible to start, since we're not going to " +"Then we make both flash meshes invisible to start, since we are not going to " "be firing during ``_ready``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:817 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:822 msgid "" "We then get the smoke particles node and assign it to the " "``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure " -"it's not emitting until the turret is broken." +"the particles are not emitting until the turret is broken." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:825 msgid "" "Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at " "full health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:824 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:829 msgid "Now let's go through ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:826 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:831 msgid "" "First we check to see if the turret is active. If the turret is active we " "want to process the firing code." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:833 msgid "" "Next we check to see if ``flash_timer`` is more than zero, meaning the flash " "meshes are visible, we want to remove delta from ``flash_timer``. If " @@ -1042,189 +1056,195 @@ msgid "" "want to hide both of the flash meshes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:832 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 msgid "" -"Next we check to see if we have a target or not. If we have a target, we " -"make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not " -"aiming at the player's feet." +"Next we check to see if the turret has a target or not. If the turret has a " +"target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so it " +"is not aiming at the player's feet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:835 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 msgid "" "We then check to see if the turret's health is more than zero. If it is, we " "then check to see if there is ammo in the turret." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:842 msgid "" "If there is ammo in the turret, we then check to see if ``fire_timer`` is " -"more than zero. If ``fire_timer`` is more than zero, we cannot fire and need " -"to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or " -"less than zero, we want to fire a bullet, so we call the ``fire_bullet`` " -"function." +"more than zero. If ``fire_timer`` is more than zero, the turret cannot fire " +"and we need to remove ``delta`` from ``fire_timer``. If ``fire_timer`` is " +"equal to or less than zero, the turret can fire a bullet, so we call the " +"``fire_bullet`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:845 msgid "" "If there is not any ammo in the turret, we check to see if " "``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more " "than zero, we subtract ``delta`` from ``ammo_reload_timer``. If " "``ammo_reload_timer`` is equal to or less than zero, we set " -"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because we've waited long " -"enough to refill the turret." +"``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because the turret has waited " +"long enough to refill its ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:849 msgid "" "Next we check to see if the turret's health is less than or equal to ``0``, " -"outside of whether we're active or not. If the turret's health is zero or " +"outside of whether it is active or not. If the turret's health is zero or " "less, we then check to see if ``destroyed_timer`` is more than zero. If " "destroyed timer is more than zero, we subtract ``delta`` from " "``destroyed_timer``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:847 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 msgid "" "If ``destyored_timer`` is less than or equal to zero, we set " "``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles " "by setting ``smoke_particles.emitting`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:852 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:857 msgid "Next let's go through ``fire_bullet``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:854 -msgid "First we check to see whether we're using a raycast or not." +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 +msgid "First we check to see whether the turret is using a raycast or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:856 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:861 msgid "" "The code for the using a raycast is almost entirely the same as the code in " "the rifle from :ref:`doc_fps_tutorial_part_two`, so I'm only going to go " "over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:859 -msgid "" -"We first make the raycast look at the target, assuring we'll hit the target. " -"We then force the raycast to update so we get a frame perfect collision " -"check. We then check if the raycast collided with anything. If the raycast " -"has collided with something, we then check to see if the collided body has " -"the ``bullet_hit`` function. If it does, we call it and pass in the damage a " -"single raycast bullet does. We then remove ``1`` from ``ammo_in_turret``." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:864 msgid "" -"If we are not using a raycast, we spawn a bullet object instead. This code " -"is almost entirely the same as the code in the pistol from :ref:" +"We first make the raycast look at the target, assuring the raycast will hit " +"the target if nothing is in the way. We then force the raycast to update so " +"we get a frame perfect collision check. We then check if the raycast " +"collided with anything. If the raycast has collided with something, we then " +"check to see if the collided body has the ``bullet_hit`` function. If it " +"does, we call it and pass in the damage a single raycast bullet does along " +"with the raycast's transform. We then remove ``1`` from ``ammo_in_turret``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:869 +msgid "" +"If the turret is not using a raycast, we spawn a bullet object instead. This " +"code is almost entirely the same as the code in the pistol from :ref:" "`doc_fps_tutorial_part_two`, so like with the raycast code, I'm only going " "to go over it briefly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:867 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:872 msgid "" "We first make a bullet clone and assign it to ``clone``. We then add that as " -"a child of the root node. We set it's global transform to the barrel end, " -"scale it up since it's too small, and set it's damage and speed using the " -"turret's constant global variables. We then remove ``1`` from " +"a child of the root node. We set the bullet's global transform to the barrel " +"end, scale it up since it's too small, and set it's damage and speed using " +"the turret's constant class variables. We then remove ``1`` from " "``ammo_in_turret``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:871 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:876 msgid "" "Then, regardless of which bullet method we used, we make both of the muzzle " "flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to to " -"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we " -"used the last bullet in the turret. If we have used the last bullet, we set " -"``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:877 -msgid "" -"Let's look at ``body_entered_vision`` next, and thankfully it's rather short." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:879 -msgid "" -"We first check to see if we currently have a target by checking to see if " -"``current_target`` is equal to ``null``. If we do not have a target, we then " -"check to see if the body that just entered the vision :ref:`Area " -"` is a :ref:`KinematicBody `" +"``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if the " +"turret used the last bullet in its ammo. If the turret has used the last " +"bullet, we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME`` so the turret " +"reloads." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:882 msgid "" -"..note:: We're assuming the turret only should fire at :ref:`KinematicBody " -"` nodes, since that's what our player(s) are using." +"Let's look at ``body_entered_vision`` next, and thankfully it is rather " +"short." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:884 msgid "" +"We first check to see if the turret currently has a target by checking to " +"see if ``current_target`` is equal to ``null``. If the turret does not have " +"a target, we then check to see if the body that just entered the vision :ref:" +"`Area ` is a :ref:`KinematicBody `" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:887 +msgid "" +"..note:: We're assuming the turret should only should fire at :ref:" +"`KinematicBody ` nodes, since that is what the player " +"is using." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +msgid "" "If the body that just the vision :ref:`Area ` is a :ref:" "`KinematicBody `, we set ``current_target`` to the " "body, and set ``is_active`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 msgid "Now let's look at ``body_exited_vision``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:896 msgid "" -"First we check to see if we have a target. If we have a target, we then " -"check to see if the body that has just left our vision area is our target." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:894 -msgid "" -"If the body that just left the area is the current target, we set " -"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " -"all of the variables related to firing the turret, since we no longer have a " -"target to fire at." +"First we check to see if the turret has a target. If the turret has a " +"target, we then check to see if the body that has just left the turret's " +"vision area is the turret's target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:899 +msgid "" +"If the body that just left the area is the turret's current target, we set " +"``current_target`` to ``null``, set ``is_active`` to ``false``, and reset " +"all of the variables related to firing the turret, since the turret no " +"longer has a target to fire at." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:904 msgid "Finally, let's look at ``bullet_hit``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:901 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:906 msgid "" -"We first remove however much damage we have received from the turret's " +"We first remove however much damage the bullet causes from the turret's " "health." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:903 -msgid "" -"Then we check to see if we've been destroyed. If we have, we start the smoke " -"particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we " -"have to wait to repair the turret." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:908 msgid "" +"Then we check to see if the turret has been destroyed (health being zero or " +"less). If the turret is destroyed, we start the smoke particles emitting and " +"set ``destroyed_timer`` to ``DESTROYED_TIME`` so the turret has to wait " +"before being repaired." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:913 +msgid "" "Phew, with all of that done and coded we only have one last thing to do " -"before our turrets are ready for use. Open up ``Turret.tscn`` if it's not " +"before the turret is ready for use. Open up ``Turret.tscn`` if it's not " "already open and select one of the :ref:`StaticBody ` " -"nodes from either ``Body`` or ``Head``. Create a new script called " +"nodes from either ``Base`` or ``Head``. Create a new script called " "``TurretBodies.gd`` and attach it to whichever :ref:`StaticBody " "` you have selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:912 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:917 #, fuzzy msgid "Add the following code to ``TurretBodies.gd``:" msgstr "在你的 ``config.py`` 脚本中添加下面的代码片段:" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:932 msgid "" "All this code does is call ``bullet_hit`` on whatever node " "``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:" "`NodePath ` to the ``Turret`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:930 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 msgid "" "Now select the other :ref:`StaticBody ` node (either in " "``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script " @@ -1232,45 +1252,45 @@ msgid "" "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:940 msgid "" "The last thing we need to do is add a way for the player to be hurt. Since " -"all of our bullets use the ``bullet_hit`` function, we need to add that to " -"our player." +"all of the bullets use the ``bullet_hit`` function, we need to add that " +"function to the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:942 msgid "Open ``Player.gd`` and add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:944 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:949 msgid "" "With all that done, you should have fully operational turrets! Go place a " "few in one/both/all of the scenes and give them a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:952 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 msgid "" "Now you the player can pick up :ref:`RigidBody ` nodes and " -"throw grenades. We now also have turrets to fire at our player." +"throw grenades. We now also have turrets to fire at the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:953 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 msgid "" "In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and " "pause menu, add a respawn system for the player, and change/move the sound " "system so we can use it from any script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:956 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:961 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:958 +#: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:963 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_5.zip `" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po index d55fd1cc8a..af485ebaf8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_four.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,9 +27,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:9 msgid "" -"In this part we will be adding health pick ups, ammo pick ups, targets we " -"can destroy, add support for joypads, and add the ability to change weapons " -"with the scroll wheel." +"In this part we will be adding health pick ups, ammo pick ups, targets the " +"player can destroy, support for joypads, and add the ability to change " +"weapons with the scroll wheel." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:13 @@ -56,7 +56,7 @@ msgstr "" msgid "" "In Godot any game controller is referred to as a joypad. This includes: " "Console controllers, Joysticks (like for flight simulators), Wheels (like " -"for driving simulators), VR Controllers, and more." +"for driving simulators), VR Controllers, and more!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:25 @@ -120,8 +120,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:49 msgid "" -"First, we need to define a few new global variables. Add the following " -"global variables to ``Player.gd``:" +"First, we need to define a few new class variables. Add the following class " +"variables to ``Player.gd``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:57 @@ -130,8 +130,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:59 msgid "" -"``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our " -"camera." +"``JOYPAD_SENSITIVITY``: This is how fast the joypad's joysticks will move " +"the camera." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:60 @@ -144,7 +144,7 @@ msgstr "" msgid "" "Many joypads jitter around a certain point. To counter this, we ignore any " "movement in a with a radius of JOYPAD_DEADZONE. If we did not ignore said " -"movement, the camera will jitter." +"movement, the camera would jitter." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:65 @@ -175,7 +175,7 @@ msgstr "" msgid "" "If there is a joypad connected, we then get its left stick axes for right/" "left and up/down. Because a wired Xbox 360 controller has different joystick " -"axis mapping based on OS, we use different axes based on the OS." +"axis mapping based on OS, we will use different axes based on the OS." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:102 @@ -183,7 +183,7 @@ msgid "" "This tutorial assumes you are using a XBox 360 wired controller. Also, I do " "not (currently) have access to a Mac computer, so the joystick axes may need " "changing. If they do, please open a GitHub issue on the Godot documentation " -"repository!" +"repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:106 @@ -215,8 +215,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:117 msgid "" "Remember how we normalize ``input_movement_vector``? This is why! If we did " -"not normalize ``input_movement_vector`` players could move faster if they " -"are pushing in the same direction with both their keyboard and their joypad!" +"not normalize ``input_movement_vector``, the player could move faster if the " +"player pushes in the same direction with both the keyboard and the joypad!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:122 @@ -245,7 +245,7 @@ msgstr "" msgid "" "As stated above, I do not (currently) has access to a Mac computer, so the " "joystick axes may need changing. If they do, please open a GitHub issue on " -"the Godot documentation repository!" +"the Godot documentation repository! Thanks!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:172 @@ -256,13 +256,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:174 msgid "" -"Then we rotate ``rotation_helper`` and our KinematicBody using " -"``joypad_vec``." +"Then we rotate ``rotation_helper`` and the player's :ref:`KinematicBody " +"` using ``joypad_vec``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:176 msgid "" -"Notice how the code that handles rotating ourselves and ``rotation_helper`` " +"Notice how the code that handles rotating the player and ``rotation_helper`` " "is exactly the same as the code in ``_input``. All we've done is change the " "values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``." msgstr "" @@ -271,16 +271,18 @@ msgstr "" msgid "" "Due to few mouse related bugs on Windows, we cannot put mouse rotation in " "``process_view`` as well. Once these bugs are fixed, this will likely be " -"updated to place the mouse rotation here as well." +"updated to place the mouse rotation here in ``process_view_input`` as well." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:182 -msgid "Finally, we clamp the camera's rotation so we cannot look upside down." +msgid "" +"Finally, we clamp the camera's rotation so the player cannot look upside " +"down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:186 msgid "" -"The last thing you need to do is add ``process_view_input`` to " +"The last thing we need to do is add ``process_view_input`` to " "``_physics_process``." msgstr "" @@ -293,17 +295,16 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:190 msgid "" "I decided not to use the joypad triggers for firing because we'd then have " -"to do some more axis managing, and because I prefer to use a shoulder button " -"to fire." +"to do some more axis managing, and because I prefer to use a shoulder " +"buttons to fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:192 msgid "" "If you want to use the triggers for firing, you will need to change how " -"firing works in ``process_input``. You need to get the proper axis value for " -"the trigger, and check if it's over a certain value, say ``0.8`` for " -"example. If it is, you add the same code as when the ``fire`` action was " -"pressed." +"firing works in ``process_input``. You need to get the axis values for the " +"triggers, and check if it's over a certain value, say ``0.8`` for example. " +"If it is, you add the same code as when the ``fire`` action was pressed." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:196 @@ -312,13 +313,13 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:198 msgid "" -"Let's add one input related feature before we start working on the pick ups " -"and target. Let's add the ability to change weapons using the scroll wheel " -"on the mouse." +"Let's add one more input related feature before we start working on the pick " +"ups and the target. Let's add the ability to change weapons using the scroll " +"wheel on the mouse." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:200 -msgid "Open up ``Player.gd`` and add the following global variables:" +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:207 @@ -346,7 +347,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:238 msgid "" "First we check if the event is a ``InputEventMouseButton`` event and that " -"our mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " +"the mouse mode is ``MOUSE_MODE_CAPTURED``. Then we check to see if the " "button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index." msgstr "" @@ -354,20 +355,21 @@ msgstr "" msgid "" "If the event's index is indeed a button wheel index, we then check to see if " "it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index. Based on whether " -"it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " +"it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from " "``mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:244 msgid "" -"Next we clamp mouse scroll value to assure it is inside the range of our " -"weapons." +"Next we clamp mouse scroll value to assure it is inside the range of " +"selectable weapons." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:246 msgid "" -"We then check to see if we are changing weapons or reloading. If we are " -"doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``." +"We then check to see if the player is changing weapons or reloading. If the " +"player is doing neither, we round ``mouse_scroll_value`` and cast it to a " +"``int``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:248 @@ -381,10 +383,10 @@ msgstr "" msgid "" "Next we check to see if the weapon name at ``round_mouse_scroll_value`` is " "not equal to the current weapon name using ``weapon_number_to_name``. If the " -"weapon is different than our current weapon, we assign " -"``changing_weapon_name``, set ``changing_weapon`` to true so we will change " -"weapons in ``process_changing_weapon``, and set ``mouse_scroll_value`` to " -"``round_mouse_scroll_value``." +"weapon is different than the player's current weapon, we assign " +"``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player " +"will change weapons in ``process_changing_weapon``, and set " +"``mouse_scroll_value`` to ``round_mouse_scroll_value``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:255 @@ -405,8 +407,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:267 msgid "" -"Now our scroll value we be changed with the keyboard input. If we did not " -"change this, our scroll value will be out of sync. If the scroll wheel is " +"Now the scroll value will be changed with the keyboard input. If we did not " +"change this, the scroll value will be out of sync. If the scroll wheel is " "out of sync, scrolling forwards or backwards would not transition to the " "next/last weapon, but rather the next/last weapon the scroll wheel changed " "to." @@ -422,7 +424,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:277 msgid "" -"Now that our player has health and ammo, we ideally need a way to replenish " +"Now that the player has health and ammo, we ideally need a way to replenish " "those resources." msgstr "" @@ -470,7 +472,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:351 msgid "" -"Let's go over what this script is doing, starting with its global variables:" +"Let's go over what this script is doing, starting with its class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:353 @@ -512,10 +514,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:363 msgid "" -"Also, notice how we're using a exported variable. This is so we can change " -"the size of the health pick up in the editor, for each pick up. This makes " -"it where we do not have to make two scenes for the two sizes, since we can " -"easily change sizes in the editor using the exported variable." +"Also, notice how we are using a exported variable. This is so we can change " +"the size of the health pick ups in the editor. This makes it where we do not " +"have to make two scenes for the two sizes, since we can easily change sizes " +"in the editor using the exported variable." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:366 @@ -530,7 +532,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:372 msgid "" -"First we connect the ``body_entered`` signal from our " +"First we connect the ``body_entered`` signal from the " "``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This " "makes is where any body that enters the :ref:`Area ` triggers " "the ``trigger_body_entered`` function." @@ -538,7 +540,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:375 msgid "" -"Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function." +"Next we set ``is_ready`` to ``true`` so we can use the ``setget`` function." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:377 @@ -566,8 +568,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:388 msgid "" -"If ``is_ready`` is ``true``, we then make whatever kit is currently assigned " -"to ``kit_size`` disabled using ``kit_size_change_values``, passing in " +"If ``is_ready`` is ``true``, we then make whatever kit already assigned to " +"``kit_size`` disabled using ``kit_size_change_values``, passing in " "``kit_size`` and ``false``." msgstr "" @@ -576,7 +578,7 @@ msgid "" "Then we assign ``kit_size`` to the new value passed in, ``value``. Then we " "call ``kit_size_change_values`` passing in ``kit_size`` again, but this time " "with the second argument as ``true`` so we enable it. Because we changed " -"``kit_size`` to the passed in value, this will make whatever kit size we " +"``kit_size`` to the passed in value, this will make whatever kit size was " "passed in visible." msgstr "" @@ -592,8 +594,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:399 msgid "" -"The first thing we do is check to see which size we're using. Based on which " -"size we're wanting to enable/disable, we want to get different nodes." +"The first thing we do is check to see which size was passed in. Based on " +"which size we're wanting to enable/disable, we want to get different nodes." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:401 @@ -638,20 +640,20 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:419 msgid "" -"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before " -"we can get health again. Finally, call ``kit_size_change_values``, passing " -"in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until " -"we've waited long enough to respawn." +"Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so the player has to wait " +"before the player can get health again. Finally, call " +"``kit_size_change_values``, passing in ``kit_size`` and ``false`` so the kit " +"at ``kit_size`` is invisible until it has waited long enough to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:424 msgid "" -"The last thing we need to do before we can use this health pick up is add a " -"few things to our player." +"The last thing we need to do before the player can use this health pick up " +"is add a few things to ``Player.gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:426 -msgid "Open up ``Player.gd`` and add the following global variable:" +msgid "Open up ``Player.gd`` and add the following class variable:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:432 @@ -660,7 +662,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:434 msgid "" -"Now we need to add the ``add_health`` function to our player. Add the " +"Now we need to add the ``add_health`` function to the player. Add the " "following to ``Player.gd``:" msgstr "" @@ -670,17 +672,17 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:444 msgid "" -"We first add ``additional_health`` to our current health. We then clamp the " -"health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a " -"value lower than ``0``." +"We first add ``additional_health`` to the player's current health. We then " +"clamp the health so that it cannot exceed a value higher than " +"``MAX_HEALTH``, nor a value lower than ``0``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:449 msgid "" -"With that done, now we can collect health! Go place a few ``Health_Pickup`` " -"scenes around and give it a try. You can change the size of the health pick " -"up in the editor when a ``Health_Pickup`` instanced scene is selected, from " -"a convenient drop down." +"With that done, the player can now collect health! Go place a few " +"``Health_Pickup`` scenes around and give it a try. You can change the size " +"of the health pick up in the editor when a ``Health_Pickup`` instanced scene " +"is selected, from a convenient drop down." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:453 @@ -689,8 +691,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:455 msgid "" -"While adding health is good and all, we can't reap the rewards from it since " -"nothing can (currently) damage us. Let's add some ammo pick ups next!" +"While adding health is good and all, we can't reap the rewards from adding " +"it since nothing can (currently) damage us. Let's add some ammo pick ups " +"next!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:458 @@ -715,28 +718,29 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:525 msgid "" -"First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " -"``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current " -"weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we " -"instead add an entire clip for the current weapon, instead of the raw ammo " -"amount)" +"First, notice how there is ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. " +"``AMMO_AMOUNTS`` will be how many ammo clips/magazines the pick up add to " +"the current weapon. (Unlike ``HEALTH_AMMOUNTS`` which was how many health " +"points, we instead add an entire clip for the current weapon, instead of the " +"raw ammo amount)" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:528 msgid "" -"The only other thing to notice is in ``trigger_body_entered`` we're checking " -"and calling a function called ``add_ammo``, not ``add_health``." +"The only other thing to notice is in ``trigger_body_entered``. We're " +"checking and calling a function called ``add_ammo`` instead of " +"``add_health``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:530 msgid "" "Other than those two small changes, everything else is exactly the same as " -"the health pickup!" +"the health pick up!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:534 msgid "" -"All we need to do make the ammo pick ups work is add a new function to our " +"All we need to do make the ammo pick ups work is add a new function to the " "player. Open ``Player.gd`` and add the following function:" msgstr "" @@ -746,10 +750,10 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:545 msgid "" -"The first thing we check is to see whether we're using ``UNARMED`` or not. " -"Because ``UNARMED`` does not have a node/script, we want to make sure we're " -"not using ``UNARMED`` before trying to get the node/script attached to " -"``current_weapon_name``." +"The first thing we check is to see whether the player is using ``UNARMED`` " +"or not. Because ``UNARMED`` does not have a node/script, we want to make " +"sure the player is not using ``UNARMED`` before trying to get the node/" +"script attached to ``current_weapon_name``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:548 @@ -822,15 +826,15 @@ msgstr "" msgid "" "While you still have ``Broken_Target.tscn`` open, attach " "``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody ` " -"nodes. This will make it where we can shoot at the broken pieces and they " -"will react to the bullets." +"nodes. This will make it where the player can shoot at the broken pieces and " +"they will react to the bullets." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:581 msgid "" "Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:" -"`StaticBody ` node and created a new script called " -"``Target.gd``." +"`StaticBody ` node and create a new script called ``Target." +"gd``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:583 @@ -839,8 +843,7 @@ msgid "Add the following code to ``Target.gd``:" msgstr "在你的 ``config.py`` 脚本中添加下面的代码片段:" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:641 -msgid "" -"Let's go over what this script does, starting with the global variables:" +msgid "Let's go over what this script does, starting with the class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:643 @@ -885,12 +888,12 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:651 msgid "" -"Notice how we're using an exported variable (a :ref:`PackedScene " +"Notice how we're using a exported variable (a :ref:`PackedScene " "`) to get the broken target scene instead of using " "``preload``. By using an exported variable, we can chose the scene from the " -"editor, and when/if we need to use a different scene, it's as easy as " -"selecting a different scene in the editor, we don't need to go to the code " -"to change the scene we're using." +"editor, and if we need to use a different scene, it's as easy as selecting a " +"different scene in the editor, we don't need to go to the code to change the " +"scene we're using." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:657 @@ -941,34 +944,36 @@ msgstr "" msgid "" "Then we check to see if ``target_respawn_timer`` is ``0`` or less. The " "reason behind this is since we just removed ``delta`` from " -"``target_respawn_timer``, if it's ``0`` or less then we've just got here, " -"effectively allowing us to do whatever we need to do when the timer is " +"``target_respawn_timer``, if it's ``0`` or less then the target just got " +"here, effectively allowing us to do whatever we need to do when the timer is " "finished." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:680 -msgid "In this case, we want to respawn our target." +msgid "In this case, we want to respawn the target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:682 msgid "" "The first thing we do is remove all children in the broken target holder. We " "do this by iterating over all of the children in ``broken_target_holder`` " -"and free them." +"and free them using ``queue_free``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:684 msgid "" -"Next we enable our collision shape by setting its ``disabled`` boolean to " +"Next we enable the collision shape by setting its ``disabled`` boolean to " "``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:686 -msgid "Then we make ourselves, and all of our children nodes, visible." +msgid "Then we make the target, and all of it's children nodes, visible again." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:688 -msgid "Finally, we reset ``current_health`` to ``TARGET_HEALTH``." +msgid "" +"Finally, we reset the target's health (``current_health``) to " +"``TARGET_HEALTH``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:692 @@ -977,14 +982,14 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:694 msgid "" -"The first the we do is remove however much damage the bullet does from our " -"health." +"The first the we do is remove however much damage the bullet does from the " +"target's health." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:696 msgid "" -"Next we check to see if we're at ``0`` health or lower. If we are, then " -"we've just died and need to spawn a broken target." +"Next we check to see if the target is at ``0`` health or lower. If it is, " +"the target has just died and we need to spawn a broken target." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:698 @@ -994,23 +999,23 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:700 -msgid "Next we add ``clone`` as a child of our broken target holder." +msgid "Next we add ``clone`` as a child of the broken target holder." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:702 msgid "" -"For an added bonus, we want to make all of the target pieces explode " -"outwards. Do to this, we iterate over all of the children in ``clone``." +"For bonus effect, we want to make all of the target pieces explode outwards. " +"To do this, we iterate over all of the children in ``clone``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:704 msgid "" "For each child, we first check to see if it's a :ref:`RigidBody " "` node. If it is, we then calculate the center position of " -"the target relative to the child node. Then we figure out which direction we " -"are relative to the center. Using those calculated variables, we push the " -"child from the calculated center, in the direction away from the center, " -"using the damage of the bullet as the force." +"the target relative to the child node. Then we figure out which direction " +"the child node is relative to the center. Using those calculated variables, " +"we push the child from the calculated center, in the direction away from the " +"center, using the damage of the bullet as the force." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:708 @@ -1022,15 +1027,15 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:711 msgid "" -"Next we set our respawn timer for our non-broken target. We set it to " -"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to " -"respawn." +"Next we set the target's respawn timer. We set the timer to " +"``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds " +"for the target to respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:713 msgid "" -"Then we disable the non-broken target's collision shape, and set our " -"visibility to ``false``." +"Then we disable the non-broken target's collision shape, and set the " +"target's visibility to ``false``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:717 diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po index 4add79374b..311c9e4c73 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_one.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -239,9 +239,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:93 msgid "" -"Included in the starter assets are several scenes. For example, in `res://` " -"we have 14 scenes, most of which we will be visiting as we go through this " -"tutorial series." +"Included in the starter assets are several scenes. For example, in ``res://" +"`` we have 14 scenes, most of which we will be visiting as we go through " +"this tutorial series." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:96 @@ -350,89 +350,88 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:254 msgid "" -"First, we define some global variables to dictate how our player will move " +"First, we define some class variables to dictate how our player will move " "about the world." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:256 msgid "" "Throughout this tutorial, **variables defined outside functions will be " -"referred to as \"global variables\"**. This is because we can access any of " -"these variables from any place in the script. We can \"globally\" access " -"them, hence the name." +"referred to as \"class variables\"**. This is because we can access any of " +"these variables from any place in the script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:261 -msgid "Let's go through each of the global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:260 +msgid "Let's go through each of the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:262 msgid "``GRAV``: How strong gravity pulls us down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:263 msgid "``vel``: Our :ref:`KinematicBody `'s velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:264 msgid "" "``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we " "will not go any faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:265 msgid "``JUMP_SPEED``: How high we can jump." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:266 msgid "" "``ACCEL``: How fast we accelerate. The higher the value, the faster we get " "to max speed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:267 msgid "" "``DEACCEL``: How fast we are going to decelerate. The higher the value, the " "faster we will come to a complete stop." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:268 msgid "" "``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody " "` will consider as a 'floor'." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:269 msgid "``camera``: The :ref:`Camera ` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:270 msgid "" "``rotation_helper``: A :ref:`Spatial ` node holding " "everything we want to rotate on the X axis (up and down)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:272 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:271 msgid "" "``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of " "``0.05`` works well for my mouse, but you may need to change it based on how " "sensitive your mouse is." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:274 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:273 msgid "" "You can tweak many of these variables to get different results. For example, " "by lowering ``GRAVITY`` and/or increasing ``JUMP_SPEED`` you can get a more " "'floaty' feeling character. Feel free to experiment!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:278 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:277 msgid "" "You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like " "the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:279 msgid "" "The reason behind this is we want to treat it like a constant variable (a " "variable that cannot change) throughout our script, but we want to be able " @@ -441,30 +440,30 @@ msgid "" "caps." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:285 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:284 msgid "Now let's look at the ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:286 msgid "" "First we get the ``camera`` and ``rotation_helper`` nodes and store them " "into their variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:289 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:288 msgid "" "Then we need to set the mouse mode to captured so the mouse cannot leave the " "game window." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:291 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:290 msgid "" "This will hide the mouse and keep it at the center of the screen. We do this " "for two reasons: The first reason being we do not want to the player to see " "their mouse cursor as they play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:293 msgid "" "The second reason is because we do not want the cursor to leave the game " "window. If the cursor leaves the game window there could be instances where " @@ -472,121 +471,121 @@ msgid "" "assure neither of these issues happen, we capture the mouse cursor." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:298 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:297 msgid "" "see :ref:`Input documentation ` for the various mouse modes. We " "will only be using ``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in " "this tutorial series." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:302 msgid "Next let's take a look at ``_physics_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:305 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:304 msgid "" "All we're doing in ``_physics_process`` is calling two functions: " "``process_input`` and ``process_movement``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:307 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:306 msgid "" "``process_input`` will be where we store all of the code relating to player " "input. We want to call it first before anything else so we have fresh player " "input to work with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:310 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:309 msgid "" "``process_movement`` is where we'll send all of the date necessary to the :" "ref:`KinematicBody ` so it can move through the game " "world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:314 msgid "Let's look is ``process_movement`` next:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:317 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:316 msgid "First we set ``dir`` to an empty :ref:`Vector3 `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:319 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:318 msgid "" "``dir`` will be used for storing the direction the player intends to move " "towards. Because we do not want the player's previous input to effect the " "player beyond a single ``process_movement`` call, we reset ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:321 msgid "" "Next we get the camera's global transform and store it as well, into the " "``cam_xform`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:324 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:323 msgid "" "The reason we need the camera's global transform is so we can use it's " "directional vectors. Many have found directional vectors confusing, so let's " "take a second to explain how they work:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:328 msgid "" "World space can be defined as: The space in which all objects are placed in, " "relative to a constant origin point. Every object, no matter if it is 2D or " "3D, has a position in world space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:332 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:331 msgid "" "To put it another way: world space is the space in a universe where every " -"object's position, rotation, and scale can be measured by a known, fixed " -"point called the origin." +"object's position, rotation, and scale can be measured by a single, known, " +"fixed point called the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:335 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:334 msgid "" "In Godot, the origin is at position ``(0, 0, 0)`` with a rotation of ``(0, " "0, 0)`` and a scale of ``(1, 1, 1)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:336 msgid "" "When you open up the Godot editor and select a :ref:`Spatial " "` based node, a gizmo pops up. Each of the arrows points " "using world space directions by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:340 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:339 msgid "" "If you want to move using the world space directional vectors, you'd do " "something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:353 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:352 msgid "" "Notice how we do not need to do any calculations to get world space " "directional vectors. We can define a few :ref:`Vector3 ` " "variables and input the values pointing in each direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:355 msgid "Here is what world space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:358 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:357 msgid "" "The following images are just examples. Each arrow/rectangle represents a " "directional vector" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:362 -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:405 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:361 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:404 msgid "And here is what it looks like for 3D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:365 msgid "" "Notice how in both examples, the rotation of the node does not change the " "directional arrows. This is because world space is a constant. No matter how " @@ -594,13 +593,13 @@ msgid "" "the same direction*." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:370 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:369 msgid "" "Local space is different, because it takes the rotation of the object into " "account." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:372 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:371 msgid "" "Local space can be defined as follows: The space in which a object's " "position is the origin of the universe. Because the position of the origin " @@ -608,44 +607,44 @@ msgid "" "with the position of the origin." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:376 msgid "" "This stack overflow question has a much better explanation of world space " "and local space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:378 msgid "" "https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-" "eye-space-in-game-development (Local space and eye space are essentially the " "same thing in this context)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:381 msgid "" "To get a :ref:`Spatial ` node's local space, we need to get " "its :ref:`Transform `, so then we can get the :ref:`Basis " "` from the :ref:`Transform `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:385 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:384 msgid "" "Each :ref:`Basis ` has three vectors: ``X``, ``Y``, and ``Z``. " "Each of those vectors point towards each of the local space vectors coming " "from that object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:387 msgid "" "To use the a :ref:`Spatial ` node's local directional " "vectors, we use this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:401 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:400 msgid "Here is what local space looks like in 2D:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:408 msgid "" "Here is what the :ref:`Spatial ` gizmo shows when you are " "using local space mode. Notice how the arrows follow the rotation of the " @@ -653,14 +652,14 @@ msgid "" "space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:412 msgid "" "You can change between local and world space modes by pressing the little " "cube button when you have a :ref:`Spatial ` based node " "selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:418 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:417 msgid "" "Local vectors are confusing even for more experienced game developers, so do " "not worry if this all doesn't make a lot of sense. The key thing to remember " @@ -669,44 +668,45 @@ msgid "" "give direction from the world's point of view." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:423 msgid "Okay, back to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:425 msgid "" "Next we make a new variable called ``input_movement_vector`` and assign it " "to an empty :ref:`Vector2 `. We will use this to make a " "virtual axis of sorts so map the player's input to movement." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:428 msgid "" "This may seem overkill for just the keyboard, but this will make sense later " "when we add joypad input." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:430 msgid "" "Based on which directional movement action is pressed, we add or remove from " "``input_movement_vector``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:432 msgid "" "After we've checked each of the directional movement actions, we normalize " "``input_movement_vector``. This makes it where ``input_movement_vector``'s " "values are within a ``1`` radius unit circle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:436 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:435 msgid "" "Next we add the camera's local ``Z`` vector times ``input_movement_vector." -"y`` to ``dir``. This where when we pressed forward or backwards we add the " -"camera's local ``Z`` axis, so we move forward in relation to the camera." +"y`` to ``dir``. This is so when the player presses forward or backwards, we " +"add the camera's local ``Z`` axis so the player moves forward or backwards " +"in relation to the camera." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:439 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:438 msgid "" "Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` " "directional vector. Normally forward would be the positive Z axis, so using " @@ -715,27 +715,28 @@ msgid "" "the rest of the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:443 msgid "" "We do the same thing for the camera's local ``X`` vector, and instead of " "using ``input_movement_vector.y`` we instead use ``input_movement_vector." -"x``. This makes it where when we press left or right, we move left/right in " -"relation to the camera." +"x``. This makes it where the player moves left/right in relation to the " +"camera when the player presses left/right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:447 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:446 msgid "" "Next we check if the player is on the floor using :ref:`KinematicBody " "`'s ``is_on_floor`` function. If it is, then we check " "to see if the \"movement_jump\" action has just been pressed. If it has, " -"then we set our ``Y`` velocity to ``JUMP_SPEED``." +"then we set the player's ``Y`` velocity to ``JUMP_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:451 -msgid "Because we're setting the Y velocity, we will jump into the air." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:450 +msgid "" +"Because we're setting the Y velocity, the player will jump into the air." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:453 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:452 msgid "" "Then we check for the ``ui_cancel`` action. This is so we can free/capture " "the mouse cursor when the ``escape`` button is pressed. We do this because " @@ -743,162 +744,164 @@ msgid "" "until you terminate the runtime." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:456 msgid "" "To free/capture the cursor, we check to see if the mouse is visible (freed) " -"or not. If it is, then we capture it, and if it's not we make it visible " -"(free it)." +"or not. If it is, we capture it, and if it's not we make it visible (free " +"it)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:458 msgid "" "That's all we're doing right now for ``process_input``. We'll come back " "several times to this function as we add more complexities to our player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:462 msgid "Now let's look at ``process_movement``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:465 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:464 msgid "" "First we assure that ``dir`` does not have any movement on the ``Y`` axis by " "setting it's ``Y`` value to zero." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:467 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:466 msgid "" "Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. " "This makes it where we're moving at a constant speed regardless of whether " -"we've moving straight, or moving diagonal. If we did not normalize, we would " -"move faster on the diagonal than when we're going straight." +"the player is moving straight, or moving diagonally. If we did not " +"normalize, the player would move faster on the diagonal than when going " +"straight." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:469 msgid "" -"Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` " -"velocity." +"Next we add gravity to the player by adding ``GRAVITY * delta`` to the " +"player's ``Y`` velocity." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:471 msgid "" -"After that we assign our velocity to a new variable (called ``hvel``) and " -"remove any movement on the ``Y`` axis." +"After that we assign the player's velocity to a new variable (called " +"``hvel``) and remove any movement on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:474 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:473 msgid "" -"Next we set a new variable (``target``) to our direction vector. Then we " -"multiply that by our max speed so we know how far we will can move in the " -"direction provided by ``dir``." +"Next we set a new variable (``target``) to the player's direction vector. " +"Then we multiply that by the player's max speed so we know how far the " +"player will move in the direction provided by ``dir``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:477 -msgid "" -"After that we make a new variable for our acceleration, named ``accel``." +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:476 +msgid "After that we make a new variable for acceleration, named ``accel``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:478 msgid "" -"We then take the dot product of ``hvel`` to see if we are moving according " -"to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, meaning we " -"are only checking if we are moving forwards, backwards, left, or right." +"We then take the dot product of ``hvel`` to see if the player is moving " +"according to ``hvel``. Remember, ``hvel`` does not have any ``Y`` velocity, " +"meaning we are only checking if the player is moving forwards, backwards, " +"left, or right." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:482 msgid "" -"If we are moving according to ``hvel``, then we set ``accel`` to our " -"``ACCEL`` constant so we accelerate, otherwise we set ``accel` to our " -"``DEACCEL`` constant so we decelerate." +"If the player is moving according to ``hvel``, then we set ``accel`` to the " +"``ACCEL`` constant so the player will accelerate, otherwise we set ``accel` " +"to our ``DEACCEL`` constant so the player will decelerate." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:486 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:485 msgid "" -"Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` " -"velocity to the interpolated horizontal velocity, and call " +"Then we interpolate the horizontal velocity, set the player's ``X`` and " +"``Z`` velocity to the interpolated horizontal velocity, and call " "``move_and_slide`` to let the :ref:`KinematicBody ` " -"handle moving through the physics world." +"handle moving the player through the physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:489 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:488 msgid "" "All of the code in ``process_movement`` is exactly the same as the movement " "code from the Kinematic Character demo!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:492 msgid "" "The final function we have is the ``_input`` function, and thankfully it's " "fairly short:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:495 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:494 msgid "" "First we make sure that the event we are dealing with is a :ref:" "`InputEventMouseMotion ` event. We also want to " "check if the cursor is captured, as we do not want to rotate if it is not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:498 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:497 msgid "" "See :ref:`Mouse and input coordinates ` for " "a list of possible input events." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:501 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:500 msgid "" "If the event is indeed a mouse motion event and the cursor is captured, we " "rotate based on the relative mouse motion provided by :ref:" "`InputEventMouseMotion `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:503 msgid "" "First we rotate the ``rotation_helper`` node on the ``X`` axis, using the " "relative mouse motion's ``Y`` value, provided by :ref:`InputEventMouseMotion " "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:506 msgid "" "Then we rotate the entire :ref:`KinematicBody ` on the " "``Y`` axis by the relative mouse motion's ``X`` value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:508 msgid "" "Godot converts relative mouse motion into a :ref:`Vector2 ` " "where mouse movement going up and down is ``1`` and ``-1`` respectively. " "Right and Left movement is ``1`` and ``-1`` respectively." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:513 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:512 msgid "" "Because of how we are rotating the player, we multiply the relative mouse " "motion's ``X`` value by ``-1`` so mouse motion going left and right rotates " "the player left and right in the same direction." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:516 msgid "" "Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between " -"``-70`` and ``70`` degrees so we cannot rotate ourselves upside down." +"``-70`` and ``70`` degrees so the player cannot rotate themselves upside " +"down." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:519 msgid "" "see :ref:`using transforms ` for more information on " "rotating transforms." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:523 msgid "" "To test the code open up the scene named ``Testing_Area.tscn``, if it's not " -"already opened up. We will be using this scene as we go through the " -"tutorial, so be sure to keep it open in one of your scene tabs." +"already opened up. We will be using this scene as we go through the next few " +"tutorial parts, so be sure to keep it open in one of your scene tabs." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:526 msgid "" "Go ahead and test your code either by pressing ``F4`` with ``Testing_Area." "tscn`` as the open tab, by pressing the play button in the top right corner, " @@ -906,148 +909,148 @@ msgid "" "air, and look around using the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:533 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:532 msgid "Giving the player a flash light and the option to sprint" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:535 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:534 msgid "" "Before we get to making the weapons work, there is a couple more things we " "should add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:536 msgid "" -"Many FPS games have an option to sprint and a flash light. We can easily add " +"Many FPS games have an option to sprint and a flashlight. We can easily add " "these to our player, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:540 -msgid "First we need a few more global variables in our player script:" +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:539 +msgid "First we need a few more class variables in our player script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:549 msgid "" "All of the sprinting variables work exactly the same as the non sprinting " "variables with similar names." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:553 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:552 msgid "" "``is_sprinting`` is a boolean to track whether the player is currently " -"sprinting, and ``flashlight`` is a variable we will be using to hold our " -"flash light node." +"sprinting, and ``flashlight`` is a variable we will be using to hold the " +"player's flash light node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:556 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:555 msgid "" "Now we need to add a few lines of code, starting in ``_ready``. Add the " "following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:561 msgid "" -"This gets our flash light node and assigns it to the ``flashlight`` variable." +"This gets the flash light node and assigns it to the ``flashlight`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:566 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:565 msgid "" "Now we need to change some of the code in ``process_input``. Add the " "following somewhere in ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:586 msgid "Let's go over the additions:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:588 msgid "" -"We set ``is_sprinting`` to true when we are holding down the " +"We set ``is_sprinting`` to true when the player is holding down the " "``movement_sprint`` action, and false when the ``movement_sprint`` action is " "released. In ``process_movement`` we'll add the code that makes the player " -"faster when they sprint. Here in ``process_input`` we're going to change the " -"``is_sprinting`` variable." +"faster when they sprint. Here in ``process_input`` we are just going to " +"change the ``is_sprinting`` variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:592 msgid "" -"We do something similar freeing/capturing the cursor for handling the flash " -"light. We first check to see if the ``flashlight`` action was just pressed. " -"If it was, we then check to see if ``flashlight`` is visible in the scene " -"tree. If it is, then we hide it, and if it's not we show it." +"We do something similar to freeing/capturing the cursor for handling the " +"flashlight. We first check to see if the ``flashlight`` action was just " +"pressed. If it was, we then check to see if ``flashlight`` is visible in the " +"scene tree. If it is, then we hide it, and if it's not we show it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:597 msgid "" "Now we need to change a couple things in ``process_movement``. First, " "replace ``target *= MAX_SPEED`` with the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:606 msgid "" "Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first " -"check to see if we are sprinting or not. If we are sprinting, we instead " -"multiply ``target`` by ``MAX_SPRINT_SPEED``." +"check to see if the player is sprinting or not. If the player is sprinting, " +"we instead multiply ``target`` by ``MAX_SPRINT_SPEED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:610 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:609 msgid "" -"Now all that's left is changing the accleration when sprinting. Change " +"Now all that's left is changing the acceleration when sprinting. Change " "``accel = ACCEL`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:620 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:619 msgid "" -"Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, " -"which will accelerate us faster." +"Now when the player is sprinting we'll use ``SPRINT_ACCEL`` instead of " +"``ACCEL``, which will accelerate the player faster." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 msgid "" "You should now be able to sprint if you press the ``shift`` button, and can " "toggle the flash light on and off by pressing the ``F`` button!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:625 msgid "" -"Go give it a whirl! You can change the sprint related global variables to " +"Go give it a whirl! You can change the sprint related class variables to " "make the player faster or slower when sprinting!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:629 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:628 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:633 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:632 msgid "" "Phew! That was a lot of work. Now you have a fully working first person " "character!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:634 msgid "" "In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player " "character." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:636 msgid "" "At this point we've recreated the Kinematic character demo from first person " "perspective with sprinting and a flash light!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:639 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:638 msgid "" "Currently the player script would be at an ideal state for making all sorts " "of first person games. For example: Horror games, platformer games, " "adventure games, and more!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:641 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:643 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_1.zip `" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po index 3692041925..ebfbb935d4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_six.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -104,7 +104,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:128 -msgid "Let's look at the global variables first." +msgid "Let's look at the class variables first." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:130 @@ -167,8 +167,8 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:147 msgid "" -"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever we " -"return to this scene our mouse will be visible." +"We then set the mouse mode to ``MOUSE_MODE_VISIBLE`` to ensure whenever the " +"player returns to this scene the mouse will be visible." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:149 @@ -191,7 +191,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:158 msgid "" "Based on the button pressed, we either change the currently visible panel, " -"quit the application, or open the Godot engine website." +"quit the application, or open the Godot website." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:162 @@ -201,118 +201,118 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:164 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:175 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:176 msgid "" "If the ``back`` button has been pressed, we change the currently visible " -"panels so we return to the main menu." +"panels to return to the main menu." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:166 msgid "" "If one of the scene changing buttons are pressed, we fist call " -"``set_mouse_and_joypad_sensitivity`` so our singleton has the values from " -"the :ref:`HSlider ` nodes. Then we tell the singleton to " -"change nodes using it's ``load_new_scene`` function, passing in the file " -"path of the scene we're wanting to change to." +"``set_mouse_and_joypad_sensitivity`` so the singleton (``Globals.gd``) has " +"the values from the :ref:`HSlider ` nodes. Then we tell the " +"singleton to change nodes using it's ``load_new_scene`` function, passing in " +"the file path of the scene the player has selected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:169 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:170 msgid "Don't worry about the singleton, we'll get there soon!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:173 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:174 msgid "" "In ``options_menu_button_pressed``, we check to see which button is pressed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:177 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:178 msgid "" "If the ``fullscreen`` button is pressed we toggle the :ref:`OS `'s " "full screen mode by setting it to the flipped version of it's current value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:179 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:180 msgid "" "If the ``vsync`` button is pressed we set the :ref:`OS `'s Vsync " "based on the state of the Vsync check button." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:183 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:184 msgid "Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:185 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:186 msgid "" "First we get the ``Globals`` singleton and assign it to a local variable." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:187 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:188 msgid "" "We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to " "the values in their respective :ref:`HSlider ` node " "counterparts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:190 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:191 msgid "Making the ``Globals`` singleton" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:192 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:193 msgid "" "Now, for this all to work we need to create the ``Globals`` singleton. Make " "a new script in the ``Script`` tab and call it ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:194 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:195 msgid "Add the following to ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:209 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:210 msgid "" "As you can see, it's quite small and simple. As this part progresses we will " "keeping adding complexities to ``Global.gd``, but for now all it is doing is " -"holding two variables for us, and abstracting how we change scenes." +"holding two class variables, and abstracting how we change scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:212 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 msgid "" "``mouse_sensitivity``: The current sensitivity for our mouse, so we can load " "it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:213 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:214 msgid "" "``joypad_sensitivity``: The current sensitivity for our joypad, so we can " "load it in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:215 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:216 msgid "" -"Right now all we're using ``Globals.gd`` for is a way to carry variables " -"across scenes. Because the sensitivity for our mouse and joypad are stored " -"in ``Globals.gd``, any changes we make in one scene (like ``Main_Menu``) " -"effect the sensitivity for our player." +"Right now all we will be using ``Globals.gd`` for is a way to carry " +"variables across scenes. Because the sensitivity for our mouse and joypad " +"are stored in ``Globals.gd``, any changes we make in one scene (like " +"``Main_Menu``) will effect the sensitivity for the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:218 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:219 msgid "" "All we're doing in ``load_new_scene`` is calling :ref:`SceneTree " "`'s ``change_scene`` function, passing in the scene path " "given in ``load_new_scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:220 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:221 msgid "" "That's all of the code needed for ``Globals.gd`` right now! Before we can " "test the main menu, we first need to set ``Globals.gd`` as an autoload " "script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:222 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:223 msgid "Open up the project settings and click the ``AutoLoad`` tab." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:226 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:227 msgid "" "Then select the path to ``Globals.gd`` in the ``Path`` field by clicking the " "button beside it. Make sure the name in the ``Node Name`` field is " @@ -320,51 +320,52 @@ msgid "" "``Add``!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:229 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:230 msgid "" "This will make ``Globals.gd`` a singleton/autoload script, which will allow " -"us to access it from anywhere in any scene." +"us to access it from any script, in any scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:231 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:232 msgid "" "For more information on singleton/autoload scripts, see :ref:" "`doc_singletons_autoload`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:233 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:234 msgid "" "Now that ``Globals.gd`` is a singleton/autoload script, you can test the " "main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:235 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:236 msgid "" -"You may also want to change the main scene from ``Testing_Area.tscn`` to " -"``Main_Menu.tscn`` so when we export the game we start at the main menu. You " -"can do this through the project settings, under the ``General`` tab. Then in " -"the ``Application`` category, click the ``Run`` subcategory and you can " -"change the main scene by changing the value in ``Main Scene``." +"You may want to change the main scene from ``Testing_Area.tscn`` to " +"``Main_Menu.tscn`` so when we export the game the player will start at the " +"main menu. You can do this through the project settings, under the " +"``General`` tab. Then in the ``Application`` category, click the ``Run`` " +"subcategory and you can change the main scene by changing the value in " +"``Main Scene``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:239 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:240 msgid "" "You'll have to set the paths to the correct files in ``Main_Menu`` in the " "editor before testing the main menu! Otherwise you will not be able to " "change scenes from the level select menu/screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:243 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:244 msgid "Adding the debug menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:245 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:246 msgid "" -"Now let's add a simple debugging scene so we can track things like FPS in " -"game. Open up ``Debug_Display.tscn``." +"Now let's add a simple debugging scene so the we can track things like FPS " +"(Frames Per Second) in game. Open up ``Debug_Display.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:247 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:248 msgid "" "You can see it's a :ref:`Panel ` positioned in the top right " "corner of the screen. It has three :ref:`Labels `, one for " @@ -373,19 +374,18 @@ msgid "" "with." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:250 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:251 msgid "" "Let's add the code needed to fill these :ref:`Labels `. Select " "``Debug_Display`` and create a new script called ``Debug_Display.gd``. Add " "the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:263 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:264 msgid "Let's go over what this script does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:267 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:268 msgid "" "In ``_ready`` we set the ``OS_Label``'s text to the name provided in :ref:" "`OS ` using the ``get_name`` function. This will return the name " @@ -394,80 +394,86 @@ msgid "" "running Linux it will return ``X11``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:271 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:272 msgid "" "Then we set the ``Engine_Label``'s text to the version info provided by " "``Engine.get_version_info``. ``Engine.get_version_info`` returns a " "dictionary full of useful information about the version Godot is currently " -"running with. We only care for the string version for the purposes of this " -"display, so we get the string and assign that as the ``text`` in " -"``Engine_Label``. See :ref:`Engine ` for more information on " -"the values ``get_version_info`` returns." +"running with. We only care for the string version, for this label at least, " +"so we get the string and assign that as the ``text`` in ``Engine_Label``. " +"See :ref:`Engine ` for more information on the values " +"``get_version_info`` returns." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:275 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:276 msgid "" "In ``_process`` we set the text of the ``FPS_Label`` to ``Engine." "get_frames_per_second``, but because ``get_frames_per_second`` returns a " "integer, we have to cast it to a string using ``str`` before we can add it " -"to our label." +"to the :ref:`Label `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:281 msgid "" "Now let's jump back to ``Main_Menu.gd`` and change the following in " "``options_menu_button_pressed``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:287 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:288 msgid "to this instead:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:294 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:295 msgid "" "This will call a new function in our singleton called ``set_debug_display``, " "so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:298 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 -msgid "Open up ``Globals.gd`` and add the following global variables:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:312 -msgid "``canvas_layer``: A canvas layer so our GUI/UI is always drawn on top." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:390 +msgid "Open up ``Globals.gd`` and add the following class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:313 -msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." +msgid "" +"``canvas_layer``: A canvas layer so the GUI/UI created in ``Globals.gd`` is " +"always drawn on top." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:314 -msgid "" -"``debug_display``: A variable to hold the debug display when there is one." +msgid "``DEBUG_DISPLAY``: The debug display scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:316 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:315 msgid "" -"Now that we have our global variables defined, we need to add a few lines to " -"ready so we have a canvas layer to use in ``canvas_layer``. Change " -"``_ready`` to the following:" +"``debug_display``: A variable to hold the debug display when/if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:317 msgid "" -"Now in ``_ready`` we're creating a new canvas layer and adding it as a child " -"of the autoload script." +"Now that we have the class variables defined, we need to add a few lines to " +"ready so ``Globals.gd`` will have a canvas layer to use (which we will store " +"in ``canvas_layer``). Change ``_ready`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:326 +msgid "" +"Now in ``_ready``, we creating a new canvas layer, assign it to " +"``canvas_layer`` and add it as a child. Because ``Globals.gd`` is a autoload/" +"singleton, Godot will make a :ref:`Node ` when the game is " +"launched, and it will have ``Globals.gd`` attached to it. Since Godot makes " +"a :ref:`Node `, we can treat ``Globals.gd`` like any other node " +"with regard to adding/removing children nodes." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 msgid "" "The reason we're adding a :ref:`CanvasLayer ` is so all " "of our GUI and UI nodes we instance/spawn in ``Globals.gd`` are always drawn " "on top of everything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:330 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:333 msgid "" "When adding nodes to a singleton/autoload, you have to be careful not to " "lose reference to any of the child nodes. This is because nodes will not be " @@ -476,46 +482,46 @@ msgid "" "them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:336 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:339 msgid "Now we need to add ``set_debug_display`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:350 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:353 msgid "Let's go over what's happening." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:355 msgid "" -"First we check to see if we're trying to turn on the debug display, or turn " -"it off." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:354 -msgid "" -"If we are turning off the display, we then check to see if ``debug_display`` " -"is not equal to ``null``. If ``debug_display`` is not equal to ``null``, " -"then we most have a debug display currently active. If we have a debug " -"display active, we free it using ``queue_free`` and then assign " -"``debug_display`` to ``null``." +"First we check to see if ``Globals.gd`` is trying to turn on the debug " +"display, or turn it off." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:357 msgid "" -"If we are turning on the display, we then check to make sure we do not " -"already have a debug display active. We do this by making sure " -"``debug_display`` is equal to ``null``. If ``debug_display`` is ``null``, we " -"instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child of " -"``canvas_layer``." +"If ``Globals.gd`` is turning off the display, we then check to see if " +"``debug_display`` is not equal to ``null``. If ``debug_display`` is not " +"equal to ``null``, then ``Globals.gd`` must have a debug display currently " +"active. If ``Globals.gd`` has a debug display active, we free it using " +"``queue_free`` and then assign ``debug_display`` to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:362 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:360 +msgid "" +"If ``Globals.gd`` is turning on the display, we then check to make sure " +"``Globals.gd`` do not already have a debug display active. We do this by " +"making sure ``debug_display`` is equal to ``null``. If ``debug_display`` is " +"``null``, we instance a new ``DEBUG_DISPLAY_SCENE``, and add it as a child " +"of ``canvas_layer``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:366 msgid "" "With that done, we can now toggle the debug display on and off by switching " "the :ref:`CheckButton ` in the ``Options_Menu`` panel. Go " "give it a try!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:368 msgid "" "Notice how the debug display stays even when you change scenes from the " "``Main_Menu.tscn`` to another scene (like ``Testing_Area.tscn``). This is " @@ -525,21 +531,21 @@ msgid "" "running, without any additional work on our part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:369 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 msgid "Adding a pause menu" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 msgid "" "Let's add a pause menu so we can return to the main menu when we press the " "``ui_cancel`` action." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:377 msgid "Open up ``Pause_Popup.tscn``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:379 msgid "" "Notice how the root node in ``Pause_Popup`` is a :ref:`WindowDialog " "`. :ref:`WindowDialog ` inherits " @@ -547,7 +553,7 @@ msgid "" "` can act like a popup." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:378 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 msgid "" "Select ``Pause_Popup`` and scroll down all the way till you get to the " "``Pause`` menu in the inspector. Notice how the pause mode is set to " @@ -556,7 +562,7 @@ msgid "" "which we need in order to interact with the UI elements." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:386 msgid "" "Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the " "code to make it work. Normally we'd attach a script to the root node of the " @@ -565,427 +571,433 @@ msgid "" "up there." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 msgid "``MAIN_MENU_PATH``: The path to the main menu scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:395 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:399 msgid "``POPUP_SCENE``: The pop up scene we looked at earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:396 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:400 msgid "``popup``: A variable to hold the pop up scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:402 msgid "" -"Now we need to add ``_process`` to ``Globals.gd`` so we can respond when the " +"Now we need to add ``_process`` to ``Globals.gd`` so it can respond when the " "``ui_cancel`` action is pressed. Add the following to ``_process``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:419 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:427 msgid "" "First we check to see if the ``ui_cancel`` action is pressed. Then we check " -"to make sure we do not already have a ``popup`` open by checking to see if " -"``popup`` is equal to ``null``." +"to make sure ``Globals.gd`` does not already have a ``popup`` open by " +"checking to see if ``popup`` is equal to ``null``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:426 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 msgid "" -"If we do not have a pop up open, we instance ``POPUP_SCENE`` and assign it " -"to ``popup``." +"If ``Globals.gd`` do not have a pop up open, we instance ``POPUP_SCENE`` and " +"assign it to ``popup``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:432 msgid "" "We then get the quit button and assign it's ``pressed`` signal to " "``popup_quit``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:430 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:434 msgid "" "Next we assign both the ``popup_hide`` signal from the :ref:`WindowDialog " "` and the ``pressed`` signal from the resume button to " "``popup_closed``, which we will be adding shortly." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:433 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:437 msgid "" "Then we add ``popup`` as a child of ``canvas_layer`` so it's drawn on top. " "We then tell ``popup`` to pop up at the center of the screen using " "``popup_centered``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:439 msgid "" -"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` to we can " -"interact with the pop up. If we did not do this, we would not be able to " -"interact with the pop up in any scene where the mouse mode is " +"Next we make sure the mouse mode is ``MOUSE_MODE_VISIBLE`` so the player can " +"interact with the pop up. If we did not do this, the player would not be " +"able to interact with the pop up in any scene where the mouse mode is " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:438 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:442 msgid "Finally, get pause the entire :ref:`SceneTree `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:440 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 msgid "For more information on pausing in Godot, see :ref:`doc_pausing_games`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:444 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:448 msgid "" "Now we need to add the functions we've connected the signals to. Let's add " "``popup_closed`` first." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:446 -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:450 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:465 #, fuzzy msgid "Add the following to ``Globals.gd``:" msgstr "在你的 ``config.py`` 脚本中添加下面的代码片段:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:457 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:461 msgid "" "``popup_closed`` will resume the game and destroy the pop up if there is one." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:459 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:463 msgid "" "``popup_quit`` is similar, but we're also making sure the mouse is visible " "and changing scenes to the title screen." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:476 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:480 msgid "" "``popup_quit`` will resume the game, set the mouse mode to " "``MOUSE_MODE_VISIBLE`` to ensure the mouse is visible in the main menu, " "destroy the pop up if there is one, and change scenes to the main menu." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:485 msgid "" "Before we're ready to test the pop up, we should change one thing in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:487 msgid "" "Open up ``Player.gd`` and in ``process_input``, change the code for " "capturing/freeing the cursor to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:490 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:494 msgid "" "Now instead of capturing/freeing the mouse, we check to see if the current " "mouse mode is ``MOUSE_MODE_VISIBLE``. If it is, we set it back to " "``MOUSE_MODE_CAPTURED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:493 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 msgid "" "Because the pop up makes the mouse mode ``MOUSE_MODE_VISIBLE`` whenever you " "pause, we no longer have to worry about freeing the cursor in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:497 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:501 msgid "" "Now the pause menu pop up is finished. You can now pause at any point in the " "game and return to the main menu!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 #, fuzzy msgid "Starting the respawn system" msgstr "设置项目路径" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:506 msgid "" -"Since our player can lose all their health, it would be ideal if our players " -"died and respawned too, so let's add that!" +"Since the player can lose all their health, it would be ideal if the player " +"died and respawned too, so let's add that next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:508 msgid "" -"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there's a :ref:" -"`ColorRect ` called ``Death_Screen``. When the player dies, " -"we're going to make ``Death_Screen`` visible, and show them how long they " -"have to wait before they're able to respawn." +"First, open up ``Player.tscn`` and expand ``HUD``. Notice how there is a :" +"ref:`ColorRect ` called ``Death_Screen``. When the player " +"dies, we're going to make ``Death_Screen`` visible, and show them how long " +"they have to wait before the player is able to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:507 -msgid "Open up ``Player.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:511 +msgid "Open up ``Player.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:517 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:521 msgid "``RESPAWN_TIME``: The amount of time (in seconds) it takes to respawn." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:518 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:522 msgid "``dead_time``: A variable to track how long the player has been dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:519 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:523 msgid "" "``is_dead``: A variable to track whether or not the player is currently dead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:520 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 msgid "``globals``: A variable to hold the ``Globals.gd`` singleton." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:528 msgid "" "We now need to add a couple lines to ``_ready``, so we can use ``Globals." -"gd``. Add the following to ``_ready``:" +"gd`` in ``Player.gd``. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:536 msgid "" "Now we're getting the ``Globals.gd`` singleton and assigning it to " -"``globals``. We also set our global position using the origin from our " -"global :ref:`Transform ` to the position returned by " -"``globals.get_respawn_position``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:535 -msgid "Don't worry, we'll add ``get_respawn_position`` further below!" +"``globals``. We also set the player's global position by setting the origin " +"in the player's global :ref:`Transform ` to the position " +"returned by ``globals.get_respawn_position``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:539 +msgid "Don't worry, we will be adding ``get_respawn_position`` further below!" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:543 msgid "" "Next we need to make a few changes to ``physics_process``. Change " "``physics_processing`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:561 msgid "" -"Now we're not processing input or movement input when we're dead. We're also " -"now calling ``process_respawn``, but we haven't written ``process_respawn`` " -"yet, so let's change that." +"Now the player will not be processing input or movement input when the " +"player is dead. We are also now calling ``process_respawn``. We have not " +"made ``process_respawn`` yet, so let's change that." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:562 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:566 msgid "Let's add ``process_respawn``. Add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:621 -msgid "Let's go through what this function is doing." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:625 -msgid "" -"First we check to see if we just died by checking to see if ``health`` is " -"equal or less than ``0`` and ``is_dead`` is ``false``." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:627 -msgid "" -"If we just died, we disable our collision shapes for the player. We do this " -"to make sure we're not blocking anything with our dead body." +msgid "Let's go through what this function is doing." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:629 msgid "" -"We next set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " -"to ``UNARMED``. This is so if we are using a weapon, we put it away when we " -"die." +"First we check to see if the player has just died by checking to see if " +"``health`` is equal or less than ``0`` and ``is_dead`` is ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:632 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:631 +msgid "" +"If the player has just died, we disable the collision shapes for the player. " +"We do this to make sure the player is not blocking anything with their dead " +"body." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:633 +msgid "" +"Next we set ``changing_weapon`` to ``true`` and set ``changing_weapon_name`` " +"to ``UNARMED``. This is so if the player is using a weapon, it is put away " +"when the player dies." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:636 msgid "" "We then make the ``Death_Screen`` :ref:`ColorRect ` visible " -"so we get a nice grey overlay over everything. We then make the rest of the " -"UI, the ``Panel`` and ``Crosshair`` nodes, invisible." +"so the player gets a nice grey overlay over everything when they have died. " +"We then make the rest of the UI, the ``Panel`` and ``Crosshair`` nodes, " +"invisible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:635 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:639 msgid "" "Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down " -"how long we've been dead. We also set ``is_dead`` to ``true`` so we know " -"we've died." +"how long the player has been dead. We also set ``is_dead`` to ``true`` so we " +"know the player has died." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:637 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:641 msgid "" -"If we are holding an object when we died, we need to throw it. We first " -"check to see if we are holding an object or not. If we are, we then throw " -"it, using the same code as the throwing code we added in :ref:" -"`doc_fps_tutorial_part_five`." +"If the player is holding an object when they died, we need to throw it. We " +"first check to see if the player is holding an object or not. If the player " +"is holding a object, we throw it using the same code as the throwing code we " +"added in :ref:`doc_fps_tutorial_part_five`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:642 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:646 msgid "" -"Then we check to see if we are dead. If we are, we then remove ``delta`` " -"from ``dead_time``." +"Then we check to see if the player is dead. If the player is dead, we then " +"remove ``delta`` from ``dead_time``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:644 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:648 msgid "" "We then make a new variable called ``dead_time_pretty``, where we convert " "``dead_time`` to a string, using only the first three characters starting " -"from the left. This gives us a nice looking string showing how much time we " -"have left to wait before we respawn." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:647 -msgid "" -"We then change the :ref:`Label ` in ``Death_Screen`` to show " -"how much time we have left." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:649 -msgid "" -"Next we check to see if we've waited long enough and can respawn. We do this " -"by checking to see if ``dead_time`` is ``0`` or less." +"from the left. This gives the player a nice looking string showing how much " +"time the player has left to wait before the player can respawn." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:651 msgid "" -"If we have waited long enough to respawn, we set the player's position to a " -"new respawn position provided by ``get_respawn_position``." +"We then change the :ref:`Label ` in ``Death_Screen`` to show " +"how much time the player has left." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:653 msgid "" -"We then enable both of our collision shapes so the player can collide with " -"the environment." +"Next we check to see if the player has waited long enough and can respawn. " +"We do this by checking to see if ``dead_time`` is ``0`` or less." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:655 msgid "" +"If the player has waited long enough to respawn, we set the player's " +"position to a new respawn position provided by ``get_respawn_position``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +msgid "" +"We then enable both of the player's collision shapes so the player can " +"collide with the environment." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +msgid "" "Next we make the ``Death_Screen`` invisible and make the rest of the UI, the " "``Panel`` and ``Crosshair`` nodes, visible again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 msgid "" -"We then go through each weapon and call it's ``reset_weapon`` function. " -"We'll add ``reset_weapon`` soon." +"We then go through each weapon and call it's ``reset_weapon`` function, " +"which we will add soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:663 msgid "" "Then we reset ``health`` to ``100``, ``grenade_amounts`` to it's default " -"values, and change ``current_grenade`` to ``Grenade``." +"values, and change ``current_grenade`` to ``Grenade``. This effectively " +"resets these variables to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:666 msgid "Finally, we set ``is_dead`` to ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:665 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:670 msgid "" "Before we leave ``Player.gd``, we need to add one quick thing to ``_input``. " "Add the following at the beginning of ``_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:672 -msgid "Now when we're dead we cannot look around with the mouse." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +msgid "" +"Now when the player is dead, the player cannot look around with the mouse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:680 msgid "Finishing the respawn system" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:682 msgid "" "First let's open ``Weapon_Pistol.gd`` and add the ``reset_weapon`` function. " "Add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:690 msgid "" -"Now when we call ``reset_weapon``, the ammo in our weapon and the ammo in " +"Now when we call ``reset_weapon``, the ammo in the pistol and the ammo in " "the spares will be reset to their default values." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:692 msgid "Now let's add ``reset_weapon`` in ``Weapon_Rifle.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:700 #, fuzzy msgid "And add the following to ``Weapon_Knife.gd``:" msgstr "在你的 ``config.py`` 脚本中添加下面的代码片段:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:703 -msgid "Now our weapons will reset when we die." +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:708 +msgid "Now all of the weapons will reset when the player dies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:712 msgid "" "Now we need to add a few things to ``Globals.gd``. First, add the following " -"global variable:" +"class variable:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:713 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:718 msgid "" "``respawn_points``: A variable to hold all of the respawn points in a level" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:720 msgid "" "Because we're getting a random spawn point each time, we need to randomize " "the number generator. Add the following to ``_ready``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:721 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:726 msgid "" "``randomize`` will get us a new random seed so we get a (relatively) random " "string of numbers when we using any of the random functions." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:723 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:728 msgid "Now let's add ``get_respawn_position`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:739 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:924 msgid "Let's go over what this function does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:743 msgid "" -"First we check to see if we have any ``respawn_points`` by checking to see " -"if ``respawn_points`` is ``null`` or not." +"First we check to see if ``Globals.gd`` has any ``respawn_points`` by " +"checking to see if ``respawn_points`` is ``null`` or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 msgid "" "If ``respawn_points`` is ``null``, we return a position of empty :ref:" "`Vector 3 ` with the position ``(0, 0, 0)``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:742 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:747 msgid "" "If ``respawn_points`` is not ``null``, we then get a random number between " "``0`` and the number of elements we have in ``respawn_points``, minus ``1`` " -"since most programming languages (including ``GDScript``) start counting " +"since most programming languages, including ``GDScript``, start counting " "from ``0`` when you are accessing elements in a list." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:750 msgid "" "We then return the position of the :ref:`Spatial ` node at " "``respawn_point`` position in ``respawn_points``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:754 msgid "" -"Before we're done with ``Globals.gd``. We need to add the following to " +"Before we are done with ``Globals.gd``. We need to add the following to " "``load_new_scene``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:755 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 msgid "" -"We set ``respawn_points`` to ``null`` so when/if we get to a level with no " -"respawn points, we do not respawn at the respawn points in the level prior." +"We set ``respawn_points`` to ``null`` so when/if the player gets to a level " +"with no respawn points, we do not respawn the player at the respawn points " +"that were in the level prior." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:760 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:765 msgid "" "Now all we need is a way to set the respawn points. Open up ``Ruins_Level." "tscn`` and select ``Spawn_Points``. Add a new script called " @@ -993,7 +1005,7 @@ msgid "" "following to ``Respawn_Point_Setter.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:771 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:776 msgid "" "Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` " "function called, all of the children nodes of the node with " @@ -1001,310 +1013,323 @@ msgid "" "tscn``, will be added to ``respawn_points`` in ``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 msgid "" "Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :" "ref:`SceneTree ` so the respawn points are set before the " "player needs them in the player's ``_ready`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:780 -msgid "Now when you die you'll respawn after waiting ``4`` seconds!" +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:785 +msgid "" +"Now when the player dies, they will respawn after waiting ``4`` seconds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:782 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:787 msgid "" "No spawn points are already set up for any of the levels besides " "``Ruins_Level.tscn``! Adding spawn points to ``Space_Level.tscn`` is left as " "an exercise for the reader." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:786 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:791 msgid "Writing a sound system we can use anywhere" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:788 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:793 msgid "" "Finally, lets make a sound system so we can play sounds from anywhere, " "without having to use the player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:790 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:795 msgid "First, open up ``SimpleAudioPlayer.gd`` and change it to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:838 msgid "" -"There's several changes from the old version, first and foremost being we're " -"no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. This " -"is much better for performance since we're no longer loading each audio clip " -"when we create a sound, but instead we're forcing a audio stream to be " +"There are several changes from the old version, first and foremost being we " +"are no longer storing the sound files in ``SimpleAudioPlayer.gd`` anymore. " +"This is much better for performance since we're no longer loading each audio " +"clip when we create a sound, but instead we are forcing a audio stream to be " "passed in to ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:837 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:842 msgid "" -"Another change is we have a new global variable called ``should_loop``. " +"Another change is we have a new class variable called ``should_loop``. " "Instead of just destroying the audio player every time it's finished, we " -"instead want check to see if we are set to loop or not. This allows us to " -"have audio like looping background music without having to spawn a new audio " -"player with the music when the old one is finished." +"instead want check to see if the audio player is set to loop or not. This " +"allows us to have audio like looping background music without having to " +"spawn a new audio player with the music when the old one is finished." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:841 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:846 msgid "" -"Finally, instead of being instanced/spawned in ``Player.gd``, we're instead " -"going to be spawned in ``Globals.gd`` so we can create sounds from any " -"scene. We now need to store the ``Globals.gd`` singleton so when we destroy " -"the audio player, we also remove it from a list in ``Globals.gd``." +"Finally, instead of being instanced/spawned in ``Player.gd``, the audio " +"player is instead going to be spawned in ``Globals.gd`` so we can create " +"sounds from any scene. Now the audio player stores ``Globals.gd`` singleton " +"so when the audio player is destroyed, we can also remove it from a list in " +"``Globals.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:844 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:849 msgid "Let's go over the changes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:848 -msgid "" -"For the global variables we removed all of the ``audio_[insert name here]`` " -"variables since we will instead have these passed in to. We also added two " -"new global variables, ``should_loop`` and ``globals``. We'll use " -"``should_loop`` to tell whether we want to loop when the sound has finished, " -"and ``globals`` will hold the ``Globals.gd`` singleton." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:853 msgid "" -"The only change in ``_ready`` is now we're getting the ``Globals.gd`` " -"singleton and assigning it to ``globals``" +"For the class variables we removed all of the ``audio_[insert name here]`` " +"variables since we will instead have these passed in." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:855 msgid "" -"In ``play_sound`` we now expect a audio stream, named ``audio_stream``, to " -"be passed in, instead of ``sound_name``. Instead of checking the sound name " -"and setting the stream for the audio player, we instead check to make sure " -"an audio stream was passed in. If a audio stream is not passed in, we print " -"an error message, remove the audio player from a list in the ``Globals.gd`` " +"We also added two new class variables, ``should_loop`` and ``globals``. " +"We'll use ``should_loop`` to tell whether the audio player should loop when " +"the sound has finished, and ``globals`` will hold the ``Globals.gd`` " +"singleton." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:858 +msgid "" +"The only change in ``_ready`` is now audio player is getting the ``Globals." +"gd`` singleton and assigning it to ``globals``" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:860 +msgid "" +"``play_sound`` now expects a audio stream, named ``audio_stream``, to be " +"passed in, instead of ``sound_name``. Instead of checking the sound name and " +"setting the stream for the audio player, we instead check to make sure an " +"audio stream was passed in. If a audio stream is not passed in, we print an " +"error message, remove the audio player from a list in the ``Globals.gd`` " "singleton called ``created_audio``, and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:859 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:864 msgid "" -"Finally, in ``sound_finished`` we first check to see if we are supposed to " -"loop or not using ``should_loop``. If we are supposed to loop, we play the " -"sound again from the start of the audio, at position ``0.0``. If we are not " -"supposed to loop, we remove the audio player from a list in the ``Globals." -"gd`` singleton called ``created_audio``, and then free the audio player." +"Finally, in ``sound_finished`` we first check to see if the audio player is " +"supposed to loop or not using ``should_loop``. If the audio player is " +"supposed to loop, we play the sound again from the start, at position " +"``0.0``. If the audio player is not supposed to loop, we remove the audio " +"player from a list in the ``Globals.gd`` singleton called ``created_audio``, " +"and then free the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:865 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:870 msgid "" "Now that we've finished our changes to ``SimpleAudioPlayer.gd``, we now need " -"to turn our attention to ``Globals.gd``. First, add the following global " +"to turn our attention to ``Globals.gd``. First, add the following class " "variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:883 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:888 msgid "Lets go over these global variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:890 msgid "" -"``audio_clips``: A dictionary holding all of the audio clips we can play." +"``audio_clips``: A dictionary holding all of the audio clips ``Globals.gd`` " +"can play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:886 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:891 msgid "``SIMPLE_AUDIO_PLAYER_SCENE``: The simple audio player scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:887 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 msgid "" -"``created_audio``: A list to hold all of the simple audio players we create" +"``created_audio``: A list to hold all of the simple audio players ``Globals." +"gd`` has created" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:889 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:894 msgid "" "If you want to add additional audio, you need to add it to ``audio_clips``. " "No audio files are provided in this tutorial, so you will have to provide " "your own." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:892 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 msgid "" "One site I'd recommend is **GameSounds.xyz**. I'm using the Gamemaster audio " "gun sound pack included in the Sonniss' GDC Game Audio bundle for 2017. The " "tracks I've used (with some minor editing) are as follows:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:896 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:901 msgid "gun_revolver_pistol_shot_04," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 msgid "gun_semi_auto_rifle_cock_02," msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:903 msgid "gun_submachine_auto_shot_00_automatic_preview_01" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:902 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:907 msgid "" "Now we need to add a new function called ``play_sound`` to ``Globals.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:926 msgid "" -"First we check to see if we have a audio clip with the name ``sound_name`` " -"in ``audio_clips``. If we do not, we print an error message." +"First we check to see if ``Globals.gd`` has a audio clip with the name " +"``sound_name`` in ``audio_clips``. If it does not, we print an error message." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:928 msgid "" -"If we do have a audio clip with the name ``sound_name``, we then instance/" -"spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to ``new_audio``." +"If ``Globals.gd`` has a audio clip with the name ``sound_name``, we then " +"instance/spawn a new ``SIMPLE_AUDIO_PLAYER_SCENE`` and assign it to " +"``new_audio``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:930 msgid "" "We then set ``should_loop``, and add ``new_audio`` as a child of ``Globals." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:927 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:932 msgid "" "Remember, we have to be careful adding nodes to a singleton, since these " "nodes will not be destroyed when changing scenes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:934 msgid "" "We then call ``play_sound``, passing in the audio clip associated with " -"``sound_name``, and the sound position." +"``sound_name`` and the sound position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:938 msgid "" "Before we leave ``Globals.gd``, we need to add a few lines of code to " -"``load_new_scene`` so when we change scenes, we destroy all of the audio." +"``load_new_scene`` so when the player changes scenes, all of the audio is " +"destroyed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:940 #, fuzzy msgid "Add the following to ``load_new_scene``:" msgstr "添加下面这些头文件(导入)目录:" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:944 -msgid "" -"Now before we change scenes we go through each simple audio player in " -"``created_sounds`` and free/destroy them. Once we've gone through all of the " -"sounds in ``created_audio``, we clear ``created_audio`` so it no longer " -"holds any references to any of the previously created simple audio players." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:949 msgid "" +"Now before ``Globals.gd`` changes scenes, it goes through each simple audio " +"player in ``created_sounds`` and frees/destroys them. Once ``Globals.gd`` " +"has gone through all of the sounds in ``created_audio``, we clear " +"``created_audio`` so it no longer holds any references to any (noew freed/" +"destroyed) simple audio players." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:954 +msgid "" "Let's change ``create_sound`` in ``Player.gd`` to use this new system. " -"First, remove ``simple_audio_player`` from ``Player.gd``'s global variables, " -"since we will no longer be directly instancing/spawning sounds from ``Player." +"First, remove ``simple_audio_player`` from ``Player.gd``'s class variables, " +"since we will no longer be directly instancing/spawning sounds in ``Player." "gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:952 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:957 msgid "Now, change ``create_sound`` to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:959 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:964 msgid "" "Now whenever ``create_sound`` is called, we simply call ``play_sound`` in " -"``Globals.gd``, passing in all of the arguments we've revived." +"``Globals.gd``, passing in all of the arguments revived." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:968 msgid "" "Now all of the sounds in our FPS can be played from anywhere. All we have to " -"do is get the ``Globals.gd`` singleton, and call ``play_sound``, passing in " -"the name of the sound we want to play, whether we want it to loop or not, " -"and the position to play the sound from." +"do is get the ``Globals.gd`` singleton, and call ``play_sound``, pass in the " +"name of the sound we want to play, whether we want it to loop or not, and " +"the position to play the sound from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:966 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:971 msgid "" "For example, if you want to play an explosion sound when the grenades " "explode you'd need to add a new sound to ``audio_clips`` in ``Globals.gd``, " "get the ``Globals.gd`` singleton, and then you just need to add something " "like ``globals.play_sound(\"explosion\", false, global_transform.origin)`` " "in the grenades ``_process`` function, right after the grenade damages all " -"of the bodies within it's blast radius." +"of the bodies within its blast radius." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:977 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:976 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:981 msgid "Now you have a fully working single player FPS!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:978 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:983 msgid "At this point you have a good base to build more complicated FPS games." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:985 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 msgid "" "You can download the finished project for the entire tutorial here: :" "download:`Godot_FPS_Part_6.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:984 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:989 msgid "" "The finished project source files contain the same exact code, just written " "in a different order. This is because the finished project source files are " "what the tutorial is based on." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:987 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:992 msgid "" "The finished project code was written in the order that features were " "created, not necessarily in a order that is ideal for learning." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 msgid "" "Other than that, the source is exactly the same, just with helpful comments " "explaining what each part does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:993 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:998 msgid "" "The finished project source is hosted on Github as well: https://github.com/" "TwistedTwigleg/Godot_FPS_Tutorial" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 msgid "" "**Please note that the code in Github may or may not be in sync with the " "tutorial on the documentation**." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:997 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 msgid "" "The code in the documentation is likely better managed and/or more up to " "date. If you are unsure on which to use, use the project(s) provided in the " "documentation as they are maintained by the Godot community." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 msgid "" "You can download all of the ``.blend`` files used in this tutorial here: :" "download:`Godot_FPS_BlenderFiles.zip `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1002 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 msgid "" "All assets provided in the started assets (unless otherwise noted) were " "**originally created by TwistedTwigleg, with changes/additions by the Godot " @@ -1312,39 +1337,39 @@ msgid "" "under the ``MIT`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1005 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 msgid "" "Feel free to use these assets however you want! All original assets belong " "to the Godot community, with the other assets belonging to those listed " "below:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1007 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 msgid "" "The skybox is created by **StumpyStrust** and can be found at OpenGameArt." "org. https://opengameart.org/content/space-skyboxes-0 . The skybox is " "licensed under the ``CC0`` license." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1010 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1015 msgid "" "The font used is **Titillium-Regular**, and is licensed under the ``SIL Open " "Font License, Version 1.1``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1012 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1017 msgid "" "The skybox was convert to a 360 equirectangular image using this tool: " "https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1019 msgid "" "While no sounds are provided, you can find many game ready sounds at https://" "gamesounds.xyz/" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1016 +#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:1021 msgid "" "**OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, " "StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po index f36b734dc1..4fd3248cb6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_three.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,522 +27,526 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:9 msgid "" -"In this part we will be limiting our weapons by giving them ammo. We will " -"also be giving the player the ability to reload, and we will be adding " -"sounds when the weapons fire." +"In this part we will be limiting the player's weapons by giving them ammo. " +"We will also be giving the player the ability to reload, and we will be " +"adding sounds when the weapons fire." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:15 msgid "" -"By the end of this part, the player will have limited ammo, the ability to " -"reload, and sounds will play when the player fires and changes weapons." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:18 -msgid "" "You are assumed to have finished :ref:`doc_fps_tutorial_part_two` before " "moving on to this part of the tutorial." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:20 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:17 msgid "" "The finished project from :ref:`doc_fps_tutorial_part_two` will be the " "starting project for part 3" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:22 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:19 msgid "Let's get started!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:26 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:23 msgid "Changing levels" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:28 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:25 msgid "" "Now that we have a fully working FPS, let's move to a more FPS like level." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:30 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:27 msgid "" "Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level." "tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level." "tscn``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:29 msgid "" "``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels " "created for the purpose of this tutorial. Press ``F6`` to play the open " "scene, or press the ``play current scene button``, and give it them a whirl." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:32 msgid "" "``Space_Level.tscn`` is more graphically demanding of the GPU than " "``Ruins_Level.tscn``. If your computer is struggling to render ``Space_Level." "tscn``, try using ``Ruins_Level.tscn`` instead." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:35 msgid "" "You might have noticed there are several :ref:`RigidBody ` " "nodes placed throughout the level. We can place ``RigidBody_hit_test.gd`` on " "them and then they will react to being hit with bullets, so let's do that!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:41 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:38 msgid "" "Follow the instructions below for either (or both) of the scenes you want to " "use" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 -msgid "Now you can fire at all of the rigid bodies in either level!" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:74 +msgid "" +"Now you can fire at all of the rigid bodies in either level and they will " +"react to bullets hitting them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:80 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:77 msgid "Adding ammo" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:82 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:79 msgid "" -"Now that we've got working guns, let's give them a limited amount of ammo." +"Now that the player has working guns, let's give them a limited amount of " +"ammo." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:84 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:81 msgid "First we need to define a few variables in each of our weapon scripts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:86 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:195 -msgid "Open up ``Weapon_Pistol.gd`` and add the following global variables:" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:83 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:192 +msgid "Open up ``Weapon_Pistol.gd`` and add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:94 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:91 msgid "``ammo_in_weapon``: The amount of ammo currently in the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:92 msgid "" "``spare_ammo``: The amount of ammo we have left in reserve for the pistol" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:96 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:93 msgid "``AMMO_IN_MAG``: The amount of ammo in a fully reload weapon/magazine" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:98 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:95 msgid "Now all we need to do is add a single line of code to ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:100 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:97 msgid "" "Add the following right under ``Clone.BULLET_DAMAGE = DAMAGE``: " "``ammo_in_weapon -= 1``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:102 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:99 msgid "" -"This will remove one from ``ammo_in_weapon`` every time we fire. Notice " -"we're not checking to see if we have ammo count of ``0`` or greater in " -"``fire_weapon``. Instead we're going to check that the ammo count in " -"``Player.gd``." +"This will remove one from ``ammo_in_weapon`` every time the player fires. " +"Notice we're not checking to see if the player has enough ammo or not in " +"``fire_weapon``. Instead we're going to check to see if the player has " +"enough ammo in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:107 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:104 msgid "Now we need to add ammo for both the rifle and the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:106 msgid "" "You may be wondering why we are adding ammo for the knife given it does not " "consume any ammunition. The reason we want to add ammo to the knife is so we " "have a consistent interface for all of our weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:109 msgid "" "If we did not add ammo variables for the knife, we would have to add checks " "for the knife. By adding the ammo variables to the knife, we don't need to " "worry about whether or all our weapons have the same variables." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:115 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:112 #, fuzzy -msgid "Add the following global variables to ``Weapon_Rifle.gd``:" +msgid "Add the following class variables to ``Weapon_Rifle.gd``:" msgstr "在你的 ``config.py`` 脚本中添加下面的代码片段:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:120 msgid "" "And then add the following to ``fire_weapon``: ``ammo_in_weapon -= 1``. Make " "sure that ``ammo_in_weapon -= 1`` is outside of the ``if ray." -"is_colliding()`` check so we lost ammo regardless of whether we've hit " -"something or not." +"is_colliding()`` check so the player loses ammo regardless of whether the " +"player hit something or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:126 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:123 msgid "" "Now all that's left is the knife. Add the following to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:134 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:131 msgid "" -"And because our knife does not consume ammo, that is all we need to add." +"And because the knife does not consume ammo, that is all we need to add." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:138 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:135 msgid "Now all we need to do is change a one thing in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:140 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:137 msgid "" -"All we need to change how we're firing our weapons in ``process_input``. " +"All we need to change how we're firing the weapons in ``process_input``. " "Change the code for firing weapons to the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:155 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:152 msgid "" -"Now our weapons have a limited amount of ammo, and will stop firing when we " -"run out." +"Now the weapons have a limited amount of ammo, and will stop firing when the " +"player runs out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:159 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:156 msgid "" -"Ideally we'd like to be able to see how much ammo we have left. Let's make a " -"new function called ``process_ui``." +"Ideally we'd like to let the player be able to see how much ammo is left. " +"Let's make a new function called ``process_ui``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:161 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:158 msgid "First, add ``process_UI(delta)`` to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:163 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:160 msgid "Now add the following to ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:175 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:237 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:172 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:234 msgid "Let's go over what's happening:" msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:174 +msgid "" +"First we check to see if the current weapon is either ``UNARMED`` or " +"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " +"the player's health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:177 msgid "" -"First we check to see if the current weapon is either ``UNARMED`` or " -"``KNIFE``. If it is, we change the ``UI_status_label``'s text to only show " -"our health, since ``UNARMED`` and ``KNIFE`` do not consume ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:180 -msgid "" -"If we are using a weapon that does consume ammo, we first get the weapon " +"If the player is using a weapon that consumes ammo, we first get the weapon " "node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:182 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:179 msgid "" -"Then change ``UI_status_label``'s text to show our health, how much ammo we " -"have in the weapon, along with how much spare ammo we have for that weapon." +"Then change ``UI_status_label``'s text to show the player's health, along " +"how much ammo the player has in the weapon and how much spare ammo the " +"player has for that weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:183 +msgid "Now we can see how much ammo the player has through the HUD." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:186 -msgid "Now we can see how much ammo we have through the HUD." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:189 msgid "Adding reloading to the weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:191 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:188 msgid "" -"Now that we can run our weapons out of ammo, we need a way to fill them back " -"up. Let's add reloading next!" +"Now that the player can run out of ammo, we need a way to let the player " +"fill them back up. Let's add reloading next!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:193 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:190 msgid "" "For reloading we need to add a few more variables and a function to every " "weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:204 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:201 msgid "" "``CAN_RELOAD``: A boolean to track whether this weapon has the ability to " "reload" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:202 msgid "" "``CAN_REFIL``: A boolean to track whether we can refill this weapon's spare " "ammo. We will not be using ``CAN_REFIL`` in this part, but we will in the " "next part!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:206 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:203 msgid "" "``RELOADING_ANIM_NAME``: The name of the reloading animation for this weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:208 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:205 msgid "" "Now we need to add a function for handling reloading. Add the following " "function to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:239 -msgid "First we define a variable to see whether or not we can reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:236 +msgid "" +"First we define a variable to see whether or not this weapon can reload." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:238 +msgid "" +"Then we check to see if the player is in this weapon's idle animation state " +"because we only want to be able to reload when the player is not firing, " +"equipping, or unequipping." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:241 msgid "" -"We first check to see if we are in this weapon's idle animation state " -"because we only want to be able to reload when we are not firing. equipping, " -"or unequipping." +"Next we check to see if the player has spare ammo, and if the ammo already " +"in the weapon is equal to a fully reloaded weapon. This way we can assure " +"the player cannot reload when the player has no ammo or when the weapon is " +"already full of ammo." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:244 msgid "" -"Next we check to see if we have spare ammo, and if the ammo already in our " -"weapon is equal to a fully reloaded weapon. This way we can assure we're not " -"going to reload when we have no ammo or when the weapon is already full of " -"ammo." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:247 -msgid "" "If we still can reload, then we calculate the amount of ammo needed to " "reload the weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:249 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:246 msgid "" -"If we have enough ammo to fill the weapon, we remove the ammo needed from " -"``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/magazine." +"If the player has enough ammo to fill the weapon, we remove the ammo needed " +"from ``spare_ammo`` and then set ``ammo_in_weapon`` to a full weapon/" +"magazine." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:251 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:248 msgid "" -"If we do not have enough ammo, we add all of the ammo left in " -"``spare_ammo``, then set ``spare_ammo`` to ``0``." +"If the player does not have enough ammo, we add all of the ammo left in " +"``spare_ammo``, and then set ``spare_ammo`` to ``0``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:253 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:250 msgid "" "Next we play the reloading animation for this weapon, and then return " "``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:255 -msgid "If we could not reload, we return ``false``." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:252 +msgid "If the player could not reload, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:259 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:256 msgid "" "Now we need to add reloading to the rifle. Open up ``Weapon_Rifle.gd`` and " -"add the following global variables:" +"add the following class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:268 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:265 msgid "" "These variables are exactly the same as the pistol, just with " "``RELOADING_ANIM_NAME`` changed to the rifle's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:270 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:267 #, fuzzy msgid "Now we need to add ``reload_weapon`` to ``Weapon_Rifle.gd``:" msgstr "在你的 ``config.py`` 脚本中添加下面的代码片段:" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:296 msgid "This code is exactly the same as the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:300 msgid "" "The last bit we need to do for the weapons is add 'reloading' to the knife. " -"Add the following global variables to ``Weapon_Knife.gd``:" +"Add the following class variables to ``Weapon_Knife.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:309 msgid "" "Since we both cannot reload or refill a knife, we set both constants to " "``false``. We also define ``RELOADING_ANIM_NAME`` as an empty string, since " "the knife has no reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:315 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:312 msgid "Now we need to add ``reloading_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:319 msgid "Since we cannot reload a knife, we always return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:325 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:322 msgid "Adding reloading to the player" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:324 msgid "" "Now we need to add a few things to ``Player.gd``. First we need to define a " -"new global variable:" +"new class variable:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:330 +msgid "" +"``reloading_weapon``: A variable to track whether or not the player is " +"currently trying to reload." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:333 -msgid "" -"``reloading_weapon``: A variable to track whether or not we are currently " -"trying to reload." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:336 msgid "Next we need to add another function call to ``_physics_process``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:338 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:335 msgid "" "Add ``process_reloading(delta)`` to ``_physics_process``. Now " "``_physics_process`` should look something like this:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:349 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:346 msgid "" "Now we need to add ``process_reloading``. Add the following function to " "``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:360 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:411 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:357 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:408 msgid "Let's go over what's happening here." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:362 -msgid "First we check to make sure we are trying to reload." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:359 +msgid "First we check to make sure the player is trying to reload." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:364 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:361 msgid "" -"If we are, we then get the current weapon. If the current weapon does not " -"equal ``null``, we call its ``reload_weapon`` function." +"If the player is trying to reload, we then get the current weapon. If the " +"current weapon does not equal ``null``, we call its ``reload_weapon`` " +"function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:366 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:363 msgid "" "If the current weapon is equal to ``null``, then the current weapon is " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:368 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:365 msgid "" "Finally, we set ``reloading_weapon`` to ``false``, because regardless of " -"whether we've successfully reloaded, we've tried reloading and no longer " -"need to keep trying." +"whether the player successfully reloaded, we've tried reloading and no " +"longer need to keep trying." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:373 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:370 msgid "" -"Before we can reload, we need to change a few things in ``process_input``." +"Before we can let the player reload, we need to change a few things in " +"``process_input``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:372 msgid "" "The first thing we need to change is in the code for changing weapons. We " "need to add a additional check (``if reloading_weapon == false:``) to see if " -"we are reloading:" +"the player is reloading:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:386 -msgid "This makes it where we cannot change weapons if we are reloading." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:383 +msgid "" +"This makes it where the player cannot change weapons if the player is " +"reloading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:388 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:385 msgid "" "Now we need to add the code to trigger a reload when the player pushes the " "``reload`` action. Add the following code to ``process_input``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:410 msgid "" -"First we make sure we're not reloading already, nor are we trying to change " -"weapons." +"First we make sure the player is not reloading already, nor is the player " +"trying to change weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:415 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:412 msgid "Then we check to see if the ``reload`` action has been pressed." msgstr "" +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:414 +msgid "" +"If the player has pressed ``reload``, we then get the current weapon and " +"check to make sure it is not ``null``. Then we check to see if the weapon " +"can reload or not using its ``CAN_RELOAD`` constant." +msgstr "" + #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:417 msgid "" -"If we have pressed ``reload``, we then get the current weapon and check to " -"make sure it is not ``null``. Then we check to see if the weapon can reload " -"or not using its ``CAN_RELOAD`` constant." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:420 -msgid "" "If the weapon can reload, we then get the current animation state, and make " -"a variable for tracking whether we are already reloading or not." +"a variable for tracking whether the player is already reloading or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:422 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:419 msgid "" -"We then go through every weapon to make sure we're not already playing that " -"weapon's reloading animation." +"We then go through every weapon to make sure the player is not already " +"playing that weapon's reloading animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:424 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:421 msgid "" -"If we are not reloading with any weapon, we set ``reloading_weapon`` to " -"``true``." +"If the player is not reloading with any weapon, we set ``reloading_weapon`` " +"to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:428 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:425 msgid "" "One thing I like to add is where the weapon will reload itself if you try to " -"fire it when it's out of ammo." +"fire it and it's out of ammo." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:427 +msgid "" +"We also need to add a additional if check (``is_reloading_weapon == false:" +"``) so the player cannot fire the current weapon while reloading." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:430 msgid "" -"We also need to add a additional if check (``is_reloading_weapon == false:" -"``) so we cannot fire the current weapon while reloading." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:433 -msgid "" "Let's change our firing code in ``process_input`` so it reloads when trying " "to fire an empty weapon:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:448 msgid "" -"Now we check to make sure we're not reloading before we fire out weapon, and " -"when we have ``0`` or less ammo in our weapon we set ``reloading_weapon`` to " -"``true`` if we try to fire." +"Now we check to make sure the player is not reloading before we fire the " +"weapon, and when we have ``0`` or less ammo in the current weapon we set " +"``reloading_weapon`` to ``true`` if the player tries to fire." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:454 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:451 msgid "" -"This will make it where we will try to reload when we try to fire a empty " -"weapon." +"This will make it where the player will try to reload when the player tries " +"to fire a empty weapon." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:455 +msgid "" +"With that done, the player can now reload! Give it a try! Now you can fire " +"all of the spare ammo for each weapon." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:458 -msgid "" -"With that we can reload our weapons! Give it a try! Now you can fire all of " -"the spare ammo for each weapon." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:461 msgid "Adding sounds" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:463 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:460 msgid "" -"Finally, let's add some sounds that play when we are reloading, changing " -"guns, and when we are firing them." +"Finally, let's add some sounds that play when the player is reloading, " +"changing weapons, and when the player is firing." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:462 msgid "" "There are no game sounds provided in this tutorial (for legal reasons). " "https://gamesounds.xyz/ is a collection of **\"royalty free or public domain " @@ -550,28 +554,28 @@ msgid "" "which can be found in the Sonniss.com GDC 2017 Game Audio Bundle." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:470 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:466 msgid "" "Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial " "` with a :ref:`AudioStreamPlayer ` " "as it's child." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:472 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:468 msgid "" "The reason this is called a 'simple' audio player is because we are not " "taking performance into account and because the code is designed to provide " "sound in the simplest way possible." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:475 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:471 msgid "" "If you want to use 3D audio, so it sounds like it's coming from a location " "in 3D space, right click the :ref:`AudioStreamPlayer " "` and select \"Change type\"." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:478 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:474 msgid "" "This will open the node browser. Navigate to :ref:`AudioStreamPlayer3D " "` and select \"change\". In the source for this " @@ -581,80 +585,80 @@ msgid "" "code provided below will work regardless of which one you chose." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:479 msgid "" "Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :" "ref:`Spatial ` in ``SimpleAudioPlayer.tscn`` and insert the " "following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:534 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:530 msgid "" "By setting ``position`` to ``null`` by default in ``play_sound``, we are " "making it an optional argument, meaning ``position`` doesn't necessarily " "have to be passed in to call the ``play_sound``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:533 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:537 msgid "" "In ``_ready`` we get the :ref:`AudioStreamPlayer ` " -"and connect its ``finished`` signal to ourselves. It doesn't matter if it's " -"a :ref:`AudioStreamPlayer ` or :ref:" -"`AudioStreamPlayer3D ` node, as they both have " -"the finished signal. To make sure it is not playing any sounds, we call " +"and connect its ``finished`` signal to the ``destroy_self`` function. It " +"doesn't matter if it's a :ref:`AudioStreamPlayer ` " +"or :ref:`AudioStreamPlayer3D ` node, as they both " +"have the finished signal. To make sure it is not playing any sounds, we call " "``stop`` on the :ref:`AudioStreamPlayer `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:541 msgid "" "Make sure your sound files are **not** set to loop! If it is set to loop the " "sounds will continue to play infinitely and the script will not work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:544 msgid "" "The ``play_sound`` function is what we will be calling from ``Player.gd``. " -"We check if the sound is one of the three possible sounds, and if it is we " -"set the audio stream for our :ref:`AudioStreamPlayer " +"We check if the sound is one of the three possible sounds, and if it is one " +"of the three sounds we set the audio stream in :ref:`AudioStreamPlayer " "` to the correct sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:552 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:548 msgid "" "If it is an unknown sound, we print an error message to the console and free " -"ourselves." +"the audio player." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:550 msgid "" "If you are using a :ref:`AudioStreamPlayer3D `, " "remove the ``#`` to set the position of the audio player node so it plays at " "the correct position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:553 msgid "" "Finally, we tell the :ref:`AudioStreamPlayer ` to " "play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:555 msgid "" "When the :ref:`AudioStreamPlayer ` is finished " "playing the sound, it will call ``destroy_self`` because we connected the " "``finished`` signal in ``_ready``. We stop the :ref:`AudioStreamPlayer " -"` and free ourself to save on resources." +"` and free the audio player to save on resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:563 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:559 msgid "This system is extremely simple and has some major flaws:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:561 msgid "" "One flaw is we have to pass in a string value to play a sound. While it is " "relatively simple to remember the names of the three sounds, it can be " @@ -663,163 +667,170 @@ msgid "" "remember the name(s) of each sound effect we want to play." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:570 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:566 msgid "" -"Another flaw is we cannot play looping sounds effects, nor background music " +"Another flaw is we cannot play looping sounds effects, nor background music, " "easily with this system. Because we cannot play looping sounds, certain " -"effects like footstep sounds are harder to accomplish because we then have " +"effects, like footstep sounds, are harder to accomplish because we then have " "to keep track of whether or not there is a sound effect and whether or not " "we need to continue playing it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:571 msgid "" "One of the biggest flaws with this system is we can only play sounds from " "``Player.gd``. Ideally we'd like to be able to play sounds from any script " "at any time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:576 msgid "" "With that done, let's open up ``Player.gd`` again. First we need to load the " -"``SimpleAudioPlayer.tscn``. Place the following code in your global " -"variables:" +"``SimpleAudioPlayer.tscn``. Place the following code in the class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:587 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:583 msgid "" "Now we need to instance the simple audio player when we need it, and then " "call its ``play_sound`` function and pass the name of the sound we want to " -"play. To make the process simpler, let's create a ``create_sound`` function:" +"play. To make the process simpler, let's create a ``create_sound`` function " +"in ``Player.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:595 msgid "Lets walk through what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:603 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:599 msgid "" "The first line instances the ``Simple_Audio_Player.tscn`` scene and assigns " "it to a variable, named ``audio_clone``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:606 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:602 msgid "" -"The second line gets the scene root, using one large assumption. We first " -"get this node's :ref:`SceneTree `, and then access the root " -"node, which in this case is the :ref:`Viewport ` this entire " -"game is running under. Then we get the first child of the :ref:`Viewport " -"`, which in our case happens to be the root node in " -"``Test_Area.tscn`` or any of the other provided levels. We are making a huge " -"assumption that the first child of the root is the root node that our player " -"is under, which could not always be the case." +"The second line gets the scene root, and this has a large (though safe) " +"assumption." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:612 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:604 +msgid "" +"We first get this node's :ref:`SceneTree `, and then access " +"the root node, which in this case is the :ref:`Viewport ` " +"this entire game is running under. Then we get the first child of the :ref:" +"`Viewport `, which in our case happens to be the root node " +"in ``Test_Area.tscn`` or any of the other provided levels. **We are making a " +"huge assumption that the first child of the root node is the root scene that " +"the player is under, which may not always be the case**." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:610 msgid "" "If this doesn't make sense to you, don't worry too much about it. The second " -"line of code only doesn't work reliably if you have multiple scenes loaded " +"line of code only does not work reliably if you have multiple scenes loaded " "as children to the root node at a time, which will rarely happen for most " -"projects. This is only potentially a issue depending on how you handle scene " -"loading." +"projects and will not be happening in this tutorial series. This is only " +"potentially a issue depending on how you handle scene loading." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:616 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:614 msgid "" "The third line adds our newly created ``SimpleAudioPlayer`` scene to be a " "child of the scene root. This works exactly the same as when we are spawning " "bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:619 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:617 msgid "" -"Finally, we call the ``play_sound`` function and pass in the arguments we're " -"given. This will call ``SimpleAudioPlayer.gd``'s ``play_sound`` function " -"with the passed in arguments." +"Finally, we call the ``play_sound`` function and pass in the arguments " +"passed in to ``create_sound``. This will call ``SimpleAudioPlayer.gd``'s " +"``play_sound`` function with the passed in arguments." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:622 msgid "" "Now all that is left is playing the sounds when we want to. Let's add sound " "to the pistol first!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:624 msgid "Open up ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:628 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:626 msgid "" -"Now, we want to make a noise when we fire the pistol, so add the following " -"to the end of the ``fire_weapon`` function:" +"Now, we want to make a noise when the player fires the pistol, so add the " +"following to the end of the ``fire_weapon`` function:" +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:632 +msgid "" +"Now when the player fires the pistol, we'll play the ``pistol_shot`` sound." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:634 -msgid "Now when we fire our pistol, we'll play the ``pistol_shot`` sound." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:636 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:658 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 msgid "" -"To make a sound when we reload, we need to add the following right under " -"``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` in the " -"``reload_weapon`` function:" +"To make a sound when the player reloads, we need to add the following right " +"under ``player_node.animation_manager.set_animation(RELOADING_ANIM_NAME)`` " +"in the ``reload_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:643 -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:665 -msgid "Now when we reload we'll play the ``gun_cock`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:641 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:663 +msgid "Now when the player reloads, we'll play the ``gun_cock`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:647 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:645 msgid "Now let's add sounds to the rifle. Open up ``Weapon_Rifle.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:648 msgid "" "To play sounds when the rifle is fired, add the following to the end of the " "``fire_weapon`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:656 -msgid "Now when we fire our rifle, we'll play the ``rifle_shot`` sound." +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:654 +msgid "" +"Now when the player fires the rifle, we'll play the ``rifle_shot`` sound." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:666 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:670 msgid "" "Now you have weapons with limited ammo that play sounds when you fire them!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:672 msgid "" "At this point we have all of the basics of a FPS working. There's still a " "few things that would be nice to add, and we're going to add them in the " "next three parts!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:675 msgid "" "For example, right now we have no way to add ammo to our spares, so we'll " "eventually run out. Also, we don't have anything to shoot at outside of the :" "ref:`RigidBody ` nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:680 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:678 msgid "" "In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, " "along with some health and ammo pick ups! We're also going to add joypad " "support, so we can play with wired Xbox 360 controllers!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:681 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_3.zip `" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po index 0e310fb167..947475a5a7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/fps_tutorial/part_two.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -79,7 +79,7 @@ msgid "Lets go over what this script is doing:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:157 -msgid "Lets start with this script's global variables:" +msgid "Lets start with this script's class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:159 @@ -116,18 +116,19 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:167 msgid "" "``states`` is a dictionary with the key being the name of the current state, " -"and the value being an array holding all of the states we can transition to. " -"For example, if we are in currently in state ``Idle_unarmed``, we can only " -"transition to ``Knife_equip``, ``Pistol_equip``, ``Rifle_equip``, and " -"``Idle_unarmed``." +"and the value being an array holding all of the animations (states) we can " +"transition to. For example, if we are in currently in state " +"``Idle_unarmed``, we can only transition to ``Knife_equip``, " +"``Pistol_equip``, ``Rifle_equip``, and ``Idle_unarmed``." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:172 msgid "" -"If we try to transition to a state that is not included in our possible " -"transitions states, then we get a warning message and the animation does not " -"change. We can also automatically transition from some states into others, " -"as will be explained further below in ``animation_ended``" +"If we try to transition to a state that is not included in the possible " +"transitions states for the state we are in, then we get a warning message " +"and the animation does not change. We can also automatically transition from " +"some states into others, as will be explained further below in " +"``animation_ended``" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:176 @@ -175,7 +176,7 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:191 msgid "" "Finally, ``callback_function`` will be a :ref:`FuncRef ` " -"passed in by our player for spawning bullets at the proper frame of " +"passed in by the player for spawning bullets at the proper frame of " "animation. A :ref:`FuncRef ` allows us to pass in a function " "as an argument, effectively allowing us to call a function from another " "script, which is how we will use it later." @@ -286,7 +287,7 @@ msgstr "" msgid "" "For certain animation states, we may need to transition into another state " "when its finished. To handle this, we check for every possible animation " -"state. If we need to, we transition into another state." +"state. If we need to, we will transition into another state." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:249 @@ -744,7 +745,7 @@ msgid "Lets go through the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 -msgid "First we define a few global variables:" +msgid "First we define a few class variables:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:498 @@ -785,9 +786,9 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" -"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase " -"global variables. The reason behind this is the same as the reason given in :" -"ref:`doc_fps_tutorial_part_one`: We want to treat these variables like " +"As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " +"variables. The reason behind this is the same as the reason given in :ref:" +"`doc_fps_tutorial_part_one`: We want to treat these variables like " "constants, but we want to be able to change them. In this case we will later " "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." @@ -826,37 +827,39 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:535 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" -"`Area ` node. If we have not already collided with something, we " -"then proceed to check if the body we've collided with has a function/method " -"called ``bullet_hit``. If it does, we call it and pass in our damage and our " -"position." +"`Area ` node. If the bullet has not already collided with " +"something, we then proceed to check if the body the bullet has collided with " +"has a function/method called ``bullet_hit``. If it does, we call it and pass " +"in the bullet's damage and the bullet's global transform so we can get the " +"bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:539 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:542 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 msgid "" -"We set ``hit_something`` to ``true`` because regardless of whether or not " -"the body the bullet collided with has the ``bullet_hit`` function/method, it " -"has hit something and so we need to not hit anything else." +"We set the Bullet's ``hit_something`` variable to ``true`` because " +"regardless of whether or not the body the bullet collided with has the " +"``bullet_hit`` function/method, it has hit something and so we need to make " +"sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:545 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:548 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -865,19 +868,19 @@ msgid "" "hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:559 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:562 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:564 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -885,26 +888,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:570 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows where the bullets will be aiming at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:572 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:573 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our the bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:579 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -912,7 +915,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "If you are wondering where the positions of the points came from, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -921,7 +924,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:590 msgid "" "Open up ``Knife_Point`` and you'll find a :ref:`Area ` node. We " "are using a :ref:`Area ` for the knife because we only care for " @@ -930,20 +933,20 @@ msgid "" "object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:594 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:598 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:601 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:602 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -952,66 +955,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:607 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:608 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:609 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:610 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:611 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:612 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:613 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:614 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:664 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:668 -msgid "First we define some global variables we'll need in the script:" -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 -msgid "``DAMAGE``: The amount of damage a single bullet does." +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:669 +msgid "First we define some class variables we'll need in the script:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 -msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." +msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:672 -msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:674 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:676 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:678 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:680 msgid "" "All of the weapons we'll make will have all of these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -1021,7 +1024,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:684 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 msgid "" "If we could write all of the code in ``Player.gd``, but then ``Player.gd`` " "will get increasingly harder to manage as we add weapons. By using a modular " @@ -1029,23 +1032,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:690 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:692 msgid "" "There is one thing of note though, an assumption we're assuming we'll fill " "in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:696 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -1055,28 +1058,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:705 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "By instancing the scene, we are creating a new node holding all of the " "node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:707 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we add ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this we're making it at a child of the root node " "of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:709 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 msgid "" "In other words, we are adding ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -1085,21 +1088,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:713 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "a assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:715 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:716 msgid "" "Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "You can see that ``Pistol_Aim_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -1107,380 +1110,387 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:720 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:728 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 msgid "" "The first thing we do is check to see if the animation manager is in the " "pistol's idle animation. If we are in the pistol's idle animation, we set " -"``is_weapon_enabled`` to ``true`` and return ``true`` because we have " +"``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has " "successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:732 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " -"to the pistol's idle animation, if we are in the pistol's idle animation we " -"most have finished playing the equip animation." +"to the pistol's idle animation, if we are in the pistol's idle animation the " +"pistol most have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:736 msgid "" "We know these animations will transition because we wrote to the code to " "make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:737 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" -"Next we check to see if we are in the ``Idle_unarmed`` animation state. " -"Because all unequipping animations go to this state, and because any weapon " -"can be equipped from this state, we change animations to ``Pistol_equip`` if " -"we are in ``Idle_unarmed``." +"Next we check to see if the player is in the ``Idle_unarmed`` animation " +"state. Because all unequipping animations go to this state, and because any " +"weapon can be equipped from this state, we change animations to " +"``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:740 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:747 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:749 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" -"First we check to see if we are in our idle animation. Then check to make " -"sure we are not in the ``Pistol_unequip`` animation. If we are not in the " -"``Pistol_unequip`` animation, we want to play ``pistol_unequip``." +"First we check to see if the player is in the idle animation state. Then we " +"check to make sure the player is not in the ``Pistol_unequip`` animation. If " +"the player is not in the ``Pistol_unequip`` animation, we want to play " +"``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:753 msgid "" -"You may be wondering why we are checking to see if we are the pistol's idle " -"animation, and then making sure we are not unequipping right after. The " -"reason behind the additional check is because we could (in rare cases) call " -"``unequip_weapon`` twice before we've had a chance to process " -"``set_animation``, so we add this additional check to make sure the unequip " -"animation plays." +"You may be wondering why we are checking to see if the player is in the " +"pistol's idle animation, and then making sure the player is not unequipping " +"right after. The reason behind the additional check is because we could (in " +"rare cases) call ``unequip_weapon`` twice before we've had a chance to " +"process ``set_animation``, so we add this additional check to make sure the " +"unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:756 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:757 msgid "" -"Next we check to see if we are in ``Idle_unarmed``, which is the animation " -"state we will transition into from ``Pistol_unequip``. If we are, then we " -"set ``is_weapon_enabled`` to false since we are no longer using this weapon, " -"and return ``true`` because we have successfully unequipped the pistol." +"Next we check to see if the player is in ``Idle_unarmed``, which is the " +"animation state we will transition into from ``Pistol_unequip``. If the " +"player is are, then we set ``is_weapon_enabled`` to ``false`` since we are " +"no longer using this weapon, and return ``true`` because we have " +"successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:759 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:760 msgid "" -"If we are not in ``Idle_unarmed``, we return ``false`` because we have not " -"yet successfully unequipped the pistol." +"If the player is not in ``Idle_unarmed``, we return ``false`` because we " +"have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:762 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:763 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:764 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:765 msgid "" "Now that we all of the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:766 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:767 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:821 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:823 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "" -"Next we force the raycast to update using ``force_raycast_update``. This " -"will force the raycast to detect collisions when we call it, meaning we get " -"a frame perfect collision check with the 3D physics world." +"Next we force the :ref:`Raycast ` to update using " +"``force_raycast_update``. This will force the :ref:`Raycast ` " +"to detect collisions when we call it, meaning we get a frame perfect " +"collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 -msgid "Then we check to see if the raycast collided with something." -msgstr "" - -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:828 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:827 msgid "" -"If the raycast has collided with something, we first get the collision body " -"it collided with. This can be a :ref:`StaticBody `, :ref:" -"`RigidBody `, or a :ref:`KinematicBody " -"`." +"Then we check to see if the :ref:`Raycast ` collided with " +"something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:831 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:829 +msgid "" +"If the :ref:`Raycast ` has collided with something, we first " +"get the collision body it collided with. This can be a :ref:`StaticBody " +"`, :ref:`RigidBody `, or a :ref:" +"`KinematicBody `." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:832 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:833 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:834 msgid "" "If the body is not the player, we then check to see if they have a function/" "method called ``bullet_hit``. If they do, we call it and pass in the amount " -"of damage this bullet does (``DAMAGE``), and the point where the raycast " -"collided with the body." +"of damage this bullet does (``DAMAGE``), and the global transform of the :" +"ref:`Raycast ` so we can tell which direction the bullet came " +"from." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:838 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:839 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:840 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:841 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:891 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:894 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:896 msgid "" -"Next we want to get all of the collision bodies inside the area using " -"``get_overlapping_bodies``. This will return a list of every body that " -"touches the area." +"Next we want to get all of the collision bodies inside the :ref:`Area " +"` using ``get_overlapping_bodies``. This will return a list of " +"every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:898 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:900 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First we check to make sure the body is not the player, because we do not " -"want to be able to stab ourselves. If the body is the player, we use " -"``continue`` so we jump to looking at the next body in ``bodies``." +"want to let the player be able to stab themselves. If the body is the " +"player, we use ``continue`` so we jump to looking at the next body in " +"``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:903 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:904 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " -"amount of damage a single knife swipe does (``DAMAGE``) and the position of " -"the :ref:`Area `." +"amount of damage a single knife swipe does (``DAMAGE``) and the global " +"transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:906 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:907 msgid "" -"While we could attempt to calculate a rough location for where the knife " -"hit, we do not bother because using the area's position works well enough " -"and the extra time needed to calculate a rough position for each body is not " -"worth the effort." +"While we could attempt to calculate a rough location for where the knife hit " +"exactly, we are not going to because using the :ref:`Area `'s " +"position works well enough and the extra time needed to calculate a rough " +"position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:911 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:912 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:913 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:914 msgid "Lets start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:916 msgid "" -"First lets start by adding some global variables we'll need for the weapons:" +"First lets start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:934 msgid "Lets go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:935 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:936 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:937 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 msgid "``weapons``: A dictionary that will hold all of the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:938 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:939 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:940 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:941 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:942 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:943 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:944 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserves." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:947 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:948 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:979 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 msgid "" "First we get the :ref:`AnimationPlayer ` node and " -"assign it to our animation_manager variable. Then we set the callback " +"assign it to the ``animation_manager`` variable. Then we set the callback " "function to a :ref:`FuncRef ` that will call the player's " -"``fire_bullet`` function. Right now we haven't written our fire_bullet " +"``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` " "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:985 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "" "Next we get all of the weapon nodes and assign them to ``weapons``. This " "will allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:988 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:989 msgid "" -"We then get ``Gun_Aim_Point``'s global position so we can rotate our weapons " -"to aim at it." +"We then get ``Gun_Aim_Point``'s global position so we can rotate the " +"player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:991 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:992 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:993 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " -"set it's ``player_node`` variable to ourself. Then we have it look at " -"``gun_aim_point_pos``, and then rotate it by ``180`` degrees on the ``Y`` " -"axis." +"set it's ``player_node`` variable to this script (``Player.gd``). Then we " +"have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and " +"then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:995 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:998 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:999 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1001 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1005 msgid "" "Lets add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1014 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1015 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1018 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1019 msgid "" "Now lets add all of the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1058 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1059 msgid "Lets go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1061 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1062 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1063 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1065 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1066 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -1488,150 +1498,154 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them are, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1072 msgid "" -"Because we may have shifted ``weapon_change_number`` outside of the number " -"of weapons we have, we clamp it so it cannot exceed the maximum number of " -"weapons we have and has to be ``0`` or more." +"Because the player may have shifted ``weapon_change_number`` outside of the " +"number of weapons the player has, we clamp it so it cannot exceed the " +"maximum number of weapons the player has and it ensures " +"``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1074 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "" -"Then we check to make sure we are not already changing weapons. If we are " -"not, we then check to see if the weapon we want to change to is a new weapon " -"and not the one we are currently using. If the weapon we're wanting to " -"change to is a new weapon, we then set ``changing_weapon_name`` to the " -"weapon at ``weapon_change_number`` and set ``changing_weapon`` to true." +"Then we check to make sure the player is not already changing weapons. If " +"the player is not, we then check to see if the weapon the player wants to " +"change to is a new weapon and not the weapon the player is currently using. " +"If the weapon the player is wanting to change to is a new weapon, we then " +"set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and " +"set ``changing_weapon`` to true." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1078 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1079 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " -"pressed. Then we check to make sure we are not changing weapons. Next we get " -"the weapon node for the current weapon." +"pressed. Then we check to make sure the player is not changing weapons. Next " +"we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1082 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1083 msgid "" -"If the current weapon node does not equal null, and we are in it's " -"``IDLE_ANIM_NAME`` state, we set our animation to the current weapon's " -"``FIRE_ANIM_NAME``." +"If the current weapon node does not equal null, and the player is in it's " +"``IDLE_ANIM_NAME`` state, we set the player's animation to the current " +"weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1087 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1088 msgid "Lets add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1089 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1090 #, fuzzy msgid "Add the following code:" msgstr "添加下面这些头文件(导入)目录:" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1126 msgid "Lets go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 msgid "" -"The first thing we do is make sure we've recived input to change weapons. We " +"The first thing we do is make sure we've revived input to change weapons. We " "do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1130 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1133 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1134 msgid "" "If the current weapon is not ``null``, then we have need to check to see if " "the weapon is enabled or not. If the weapon is enabled, we call it's " "``unequip_weapon`` function so it will start the unequip animation. If the " -"weapon is not enabled, we set ``weapon_unequippped`` to ``true``, because we " -"the weapon has successfully been unequipped." +"weapon is not enabled, we set ``weapon_unequippped`` to ``true`` because the " +"weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1136 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " "there is no weapon script/node for ``UNARMED``, but there is also no " -"animations for ``UNARMED``, so we can just start equipping the weapon we " -"want to change to." +"animations for ``UNARMED``, so we can just start equipping the weapon the " +"player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1140 msgid "" -"If we have successfully unequipped the current weapon (``weapon_unequipped " -"== true``), we need to equip the new weapon." +"If the player has successfully unequipped the current weapon " +"(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1142 msgid "" -"First we define a new variable (``weapon_equipped``) for tracking whether we " -"have successfully equipped the new weapon or not." +"First we define a new variable (``weapon_equipped``) for tracking whether " +"the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1144 msgid "" -"Then we get the weapon we want to change to. If the weapon we want to change " -"to is not ``null``, we then check to see whether or not it's enabled. If it " -"is not enabled, we call it's ``equip_weapon`` function so it starts to equip " -"the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." +"Then we get the weapon the player wants to change to. If the weapon the " +"player wants to change to is not ``null``, we then check to see whether or " +"not it's enabled. If it is not enabled, we call it's ``equip_weapon`` " +"function so it starts to equip the weapon. If the weapon is enabled, we set " +"``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1146 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1147 msgid "" -"If the weapon we want to change to is ``null``, we simply set " +"If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1148 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1150 msgid "" -"Finally, we check to see if we have successfully equipped the new weapon. If " -"we have, we set ``changing_weapon`` to false because we are no longer " -"changing weapons. We also set ``current_weapon_name`` to " -"``changing_weapon_name``, since the current weapon has changed, and then we " -"set ``changing_weapon_name`` to a empty string." +"Finally, we check to see if the player has successfully equipped the new " +"weapon. If the player has, we set ``changing_weapon`` to ``false`` because " +"the player is no longer changing weapons. We also set " +"``current_weapon_name`` to ``changing_weapon_name``, since the current " +"weapon has changed, and then we set ``changing_weapon_name`` to a empty " +"string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1156 msgid "" "Now, we need to add one more function to the player, and then the player is " -"ready to start the weapons!" +"ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1158 msgid "" "We need to add ``fire_bullet``, which will be called when by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 msgid "Lets go over what this function is doing:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1169 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 msgid "" -"First we check if we are changing weapons or not. If we are changing " -"weapons, we do not want shoot so we ``return``." +"First we check if to see if the player is changing weapons or not. If the " +"player is changing weapons, we do not want shoot so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -1639,122 +1653,138 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1178 msgid "" -"Then we tell the current weapon we are using to fire by calling its " +"Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1177 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1180 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1183 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 msgid "" "Before we are ready to test our new weapons, we still have a little bit of " "work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1186 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1189 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1188 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1191 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1194 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1207 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1211 msgid "Lets go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1209 -msgid "" -"First we get the direction from the bullet pointing towards our global :ref:" -"`Transform `. We do this by subtracting the bullet's hit " -"position from the :ref:`RigidBody `'s position. This " -"results in a :ref:`Vector3 ` that we can use to tell the " -"direction the bullet collided into the :ref:`RigidBody ` at." -msgstr "" - #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" -"We then normalize it so we do not get crazy results from collisions on the " -"extremes of the collision shape attached to the :ref:`RigidBody " -"`. Without normalizing shots farther away from the center " -"of the :ref:`RigidBody ` would cause a more noticeable " -"reaction than those closer to the center." +"First we get the bullet's forward directional vector. This is so we can tell " +"which direction the bullet will hit the :ref:`RigidBody ` " +"at. We will use this to push the :ref:`RigidBody ` in the " +"same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 msgid "" -"Finally, we apply an impulse at the passed in bullet collision position. " -"With the force being the directional vector times the damage the bullet is " -"supposed to cause. This makes the :ref:`RigidBody ` seem to " -"move in response to the bullet colliding into it." +"We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " +"bullet's back a bit more of a punch and move the :ref:`RigidBody " +"` nodes in a visible way. You can just " +"``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of " +"a reaction when the bullets collide with the :ref:`RigidBody " +"`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1225 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 +msgid "Then we apply a impulse using ``apply_impulse``." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 +msgid "" +"First, we need to calculate the position for the impulse. Because " +"``apply_impulse`` takes a vector relative to the :ref:`RigidBody " +"`, we need to calculate the distance from the :ref:" +"`RigidBody ` to the bullet. We do this by subtracting the :" +"ref:`RigidBody `'s global origin/position from the bullet's " +"global origin/position. This gets us the distance from the :ref:`RigidBody " +"` to the bullet. We normalize this vector so the size of " +"the collider does not effect how much the bullets move the :ref:`RigidBody " +"`." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +msgid "" +"Finally, we need to calculate the force for the impulse. For this we use the " +"bullet is facing and multiply it by the bullet's damage. This gives a nice " +"result and for stronger bullets, we get a stronger result." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to effect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1227 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "Open up ``Testing_Area.tscn`` and select all of the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1229 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1238 msgid "" "If you select the top cube, and then hold down ``shift`` and select the last " "cube, Godot will select all of the cubes in between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "" "Once you have all of the cubes selected, scroll down in the inspector until " "you get to the the \"scripts\" section. Click the drop down and select \"Load" "\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1240 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 msgid "" "That was a lot of code! But now with all that done you can go give your " "weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1242 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1251 msgid "" "You should now be able to fire as many bullets as you want on the cubes and " "they will move in response to the bullets colliding into them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1245 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1254 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1247 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1256 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1249 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1258 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po index 508923d689..c844726aee 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/gi_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index f16e7b35f6..cd17cfe0c3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po index dbd60ac931..ae8025e6e9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 2025a70a11..70e1bc1d06 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/inverse_kinematics.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/inverse_kinematics.po index 01dcce9466..3e3a6c7eaa 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/inverse_kinematics.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/inverse_kinematics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 55cd408545..18f1614381 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po index 2097e9e64e..7829214556 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/mesh_generation_with_heightmap_and_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po index a8dc0e6c98..57d57c0503 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po index 053178f00a..d1c791b191 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spatial_material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 22ab1541b3..2b83eae4ec 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index c8028708ff..602d0c42ab 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po index 540738e621..44d21844bb 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po index 1bcc44d19c..8f4243f008 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/working_with_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po index 6f43d0b395..787254ba78 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po index 886e1db60a..b4d2546757 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction_2d.po index 3a7847b018..4f632bee8a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/animation/introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po index b2955db89b..557649116c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po index 9f4c4ea331..c5c0a2c90a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/uploading_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po index ea5055e481..f97ddd0674 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po index 41f6acc44c..caa24a4186 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/assetlib/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po index 0a5550cb5a..98cb4cdf17 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po index 9aa8aa8af7..3bf870b796 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po index f35e584804..a47e34055d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po index e4b99f074b..c13f971874 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po index 2bb5aa89a3..c5a80ded40 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po index 42940dcd5f..4c2151bf09 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -31,12 +31,16 @@ msgid "" "control. It has a built-in API for generating the markup, but can also parse " "a BBCode." msgstr "" +":ref:`class_RichTextLabel` 类允许在控件上显示复杂的标记。它提供了内置的API用" +"以生成这些标记,并且能解析BBCode。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:12 msgid "" "Note that the BBCode tags can also be used to some extent in the :ref:`XML " "source of the class reference `." msgstr "" +"需要注意到BBCode 标记也可以在某种程度上使用于“类的参考资料”,见 :ref:`XML " +"source of the class reference `。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:16 msgid "Setting up" @@ -47,18 +51,20 @@ msgid "" "For RichTextLabel to work properly, it must be set up. This means loading " "the intended fonts in the relevant properties:" msgstr "" +"要让 RichTextLabel 正常工作, 必须设置它。这意味着要在相关属性中加载预期的字" +"体:" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:24 msgid "Reference" -msgstr "" +msgstr "参考" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:27 msgid "Command" -msgstr "" +msgstr "命令" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:27 msgid "Tag" -msgstr "" +msgstr "标签" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:27 msgid "Description" @@ -66,237 +72,240 @@ msgstr "描述" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:29 msgid "**bold**" -msgstr "" +msgstr "**bold**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:29 msgid "``[b]{text}[/b]``" -msgstr "" +msgstr "``[b]{text}[/b]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:29 msgid "Makes {text} bold." -msgstr "" +msgstr "使得 {text} 呈现粗体。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:31 msgid "**italics**" -msgstr "" +msgstr "**italics**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:31 msgid "``[i]{text}[/i]``" -msgstr "" +msgstr "``[i]{text}[/i]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:31 msgid "Makes {text} italics." -msgstr "" +msgstr "使得 {text} 呈现斜体。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:33 msgid "**underline**" -msgstr "" +msgstr "**underline**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:33 msgid "``[u]{text}[/u]``" -msgstr "" +msgstr "``[u]{text}[/u]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:33 msgid "Makes {text} underline." -msgstr "" +msgstr "使得 {text} 呈现下划线。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:35 msgid "**code**" -msgstr "" +msgstr "**code**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:35 msgid "``[code]{text}[/code]``" -msgstr "" +msgstr "``[code]{text}[/code]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:35 msgid "Makes {text} monospace." -msgstr "" +msgstr "使得 {text} 呈现等宽(monospace)字体样式。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:37 msgid "**center**" -msgstr "" +msgstr "**center**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:37 msgid "``[center]{text}[/center]``" -msgstr "" +msgstr "``[center]{text}[/center]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:37 msgid "Makes {text} centered." -msgstr "" +msgstr "使得 {text} 居中。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:39 msgid "**right**" -msgstr "" +msgstr "**right**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:39 msgid "``[right]{text}[/right]``" -msgstr "" +msgstr "``[right]{text}[/right]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:39 msgid "Makes {text} right-aligned." -msgstr "" +msgstr "使得 {text} 右对齐。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:41 msgid "**fill**" -msgstr "" +msgstr "**fill**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:41 msgid "``[fill]{text}[/fill]``" -msgstr "" +msgstr "``[fill]{text}[/fill]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:41 msgid "Makes {text} fill width." -msgstr "" +msgstr "使得 {text} 填充整个宽度。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:43 msgid "**indent**" -msgstr "" +msgstr "**indent**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:43 msgid "``[indent]{text}[/indent]``" -msgstr "" +msgstr "``[indent]{text}[/indent]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:43 msgid "Increase indent level of {text}." -msgstr "" +msgstr "增加 {text} 的缩进级别。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:45 msgid "**url**" -msgstr "" +msgstr "**url**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:45 msgid "``[url]{url}[/url]``" -msgstr "" +msgstr "``[url]{url}[/url]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:45 msgid "Show {url} as such." -msgstr "" +msgstr "将 {url} 显示为一个统一资源定位符(URL,Uniform Resource Locator)。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:47 msgid "**url (ref)**" -msgstr "" +msgstr "**url (ref)**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:47 msgid "``[url=]{text}[/url]``" -msgstr "" +msgstr "``[url=]{text}[/url]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:47 msgid "Makes {text} reference ." -msgstr "" +msgstr "使得 {text} 引用指向 。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:49 msgid "**image**" -msgstr "" +msgstr "**image**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:49 msgid "``[img]{path}[/img]``" -msgstr "" +msgstr "``[img]{path}[/img]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:49 msgid "Insert image at resource {path}." -msgstr "" +msgstr "插入由资源路径 {path} 所指示的图片。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:51 msgid "**font**" -msgstr "" +msgstr "**font**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:51 msgid "``[font=]{text}[/font]``" -msgstr "" +msgstr "``[font=]{text}[/font]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:51 msgid "Use custom font at for {text}." -msgstr "" +msgstr "为 {text} 内容设置自定义字体,字体由 指定。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:53 msgid "**color**" -msgstr "" +msgstr "**color**" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:53 msgid "``[color=]{text}[/color]``" -msgstr "" +msgstr "``[color=]{text}[/color]``" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:53 msgid "Change {text} color, use # format such as #ff00ff or name." msgstr "" +"改变 {text} 的颜色, 可以使用十六进制码指定颜色,如#ff00ff。或者使用颜色名称。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:57 msgid "Built-in color names" -msgstr "" +msgstr "内置的颜色名称列表" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:59 msgid "List of valid color names for the [color=] tag:" -msgstr "" +msgstr "以下列出[color=]标签所支持的有效颜色名称:" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:61 msgid "aqua" -msgstr "" +msgstr "aqua" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:62 msgid "black" -msgstr "" +msgstr "black" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:63 msgid "blue" -msgstr "" +msgstr "blue" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:64 msgid "fuchsia" -msgstr "" +msgstr "fuchsia" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:65 msgid "gray" -msgstr "" +msgstr "gray" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:66 msgid "green" -msgstr "" +msgstr "green" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:67 msgid "lime" -msgstr "" +msgstr "lime" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:68 msgid "maroon" -msgstr "" +msgstr "maroon" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:69 msgid "navy" -msgstr "" +msgstr "navy" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:70 msgid "purple" -msgstr "" +msgstr "purple" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:71 msgid "red" -msgstr "" +msgstr "red" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:72 msgid "silver" -msgstr "" +msgstr "silver" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:73 msgid "teal" -msgstr "" +msgstr "teal" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:74 msgid "white" -msgstr "" +msgstr "white" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:75 msgid "yellow" -msgstr "" +msgstr "yellow" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:78 msgid "Hexadecimal color codes" -msgstr "" +msgstr "十六进制颜色代码" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:80 msgid "" "For opaque RGB colors, any valid 6-digit hexadecimal code is supported, e.g. " "``[color=#ffffff]white[/color]``." msgstr "" +"对于不透明的 RGB 颜色, 支持任何有效的6位数的十六进制代码, 例如 " +"``[color=#ffffff]white[/color]``。" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:82 msgid "" @@ -304,3 +313,6 @@ msgid "" "``[color=#88ffffff]translucent white[/color]``. In this case, note that the " "alpha channel is the **first** component of the color code, not the last one." msgstr "" +"对于透明的 RGB 颜色, 可以使用任意8位的十六进制代码, 例如 " +"``[color=#88ffffff]translucent white[/color]``。在这种情况下, 请注意 alpha 通" +"道是颜色代码的第一个分量, 而不是最后一个。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po index 93e4f5d4d3..2a4b686a0d 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po index 582fafcdb5..cb26176ed2 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po index abb847d97f..649929c043 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/tutorials/gui/index.rst:2 msgid "GUI" -msgstr "" +msgstr "GUI" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po index ebdf8ce3a1..f7cb8f1590 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/gui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po index 5fb7e793da..25b4299dab 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,6 +18,5 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/i18n/index.rst:2 -#, fuzzy msgid "Internationalization" -msgstr "本地化" +msgstr "国际化" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index bf88c54ea0..22d1a08fb6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:4 msgid "Internationalizing games" -msgstr "" +msgstr "使游戏国际化" #: ../../docs/tutorials/i18n/internationalizing_games.rst:7 msgid "Introduction" @@ -32,12 +32,19 @@ msgid "" "developing indie or niche games, it is also common that games going into a " "more massive market require localization." msgstr "" +"Sería excelente que el mundo hablara solo un idioma(西班牙语:\n" +"如果世界只说一种语言,那将是非常好的)。不幸的是, 对于美国开发者来说, 情况并" +"非如此。虽然在开发独立游戏或利基游戏(niche音译,可理解为小众游戏)时通常并不" +"是一个很大的需求, 但是对于正在进入一个更大规模市场的游戏而言,本地化需求也很" +"常见。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:14 msgid "" "Godot offers many tools to make this process more straightforward, so this " "tutorial is more like a collection of tips and tricks." msgstr "" +"Godot提供了许多工具来使这个过程更加简单, 因此本教程更像是一个提示和技巧的集" +"合。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:17 msgid "" @@ -48,6 +55,10 @@ msgid "" "covered in the :ref:`doc_importing_translations` tutorial, so this one could " "be seen more like a follow up to that one." msgstr "" +"本地化通常是通过雇佣特定的工作室来完成的, 尽管有大量的软件和文件格式可供使" +"用, 但在今天进行本地化的最常用的本地化方法仍然是电子表格。创建电子表格和导入" +"它们的过程已经包括在:ref:`doc_importing_translations` 教程中, 所以现在这份可" +"以被看作是后续补充。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:25 msgid "" @@ -55,25 +66,30 @@ msgid "" "AssetLib: https://godotengine.org/asset-library/asset/134 or find it in the " "demo_projects/gui/translation" msgstr "" +"我们将使用官方演示作为一个例子, 你可以在 AssetLib下载它: https://godotengine." +"org/asset-library/asset/134 或在 demo_projects/gui/translation 位置找到它" #: ../../docs/tutorials/i18n/internationalizing_games.rst:28 msgid "Configuring the imported translation" -msgstr "" +msgstr "配置导入的译文" #: ../../docs/tutorials/i18n/internationalizing_games.rst:30 +#, fuzzy msgid "" "The translations can get updated and re-imported when they change, but they " -"still have to be added to the project. This is done in Scene > Project " +"still have to be added to the project. This is done in Project > Project " "Settings > Localization:" msgstr "" +"翻译可以在更改时得到更新和重新导入, 但仍必须添加到项目中。通过\"场景\" > \"项" +"目设置\" > \"本地化\"选项卡来完成添加:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:36 msgid "This dialog allows to add or remove translations project-wide." -msgstr "" +msgstr "此对话框允许在该项目范围内添加或删除翻译。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:39 msgid "Localizing resources" -msgstr "" +msgstr "资源文件的本地化处理" #: ../../docs/tutorials/i18n/internationalizing_games.rst:41 msgid "" @@ -81,15 +97,17 @@ msgid "" "(resources) depending on the current language. For this the \"Remaps\" tab " "exists:" msgstr "" +"指示Godot根据当前语言打开不同版本的资产 (资源)也是可能的。\"重映射" +"(Remaps)\" 选项卡为此而存在:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:47 msgid "" "Select the resource to be remapped, and the alternatives for each locale." -msgstr "" +msgstr "选择需要重映射的资源,并指定它在其他语言地区的替代方案。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:51 msgid "Converting keys to text" -msgstr "" +msgstr "将键转换为文本" #: ../../docs/tutorials/i18n/internationalizing_games.rst:53 msgid "" @@ -99,6 +117,10 @@ msgid "" "\"MAIN_SCREEN_GREETING1\" and a key to different languages exists in the " "translations, this will be automatically converted." msgstr "" +"某些控件, 如:ref:`Button `, :ref:`Label ` 等, 每当" +"设置“键”而不是文本时, 都会自动获取其翻译。例如, 如果将 " +"\"MAIN_SCREEN_GREETING1\"分配给一个Label控件, 并且翻译中存在该键的不同语言映" +"射, 则会发生自动转换。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:59 msgid "" @@ -106,10 +128,12 @@ msgid "" "This will just look-up the text into the translations and convert it if " "found:" msgstr "" +"若使用代码方式, 可以使用:ref:`Object.tr() ` 函数。这将在译文" +"中查找该文本, 如果找到便会翻译它:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:69 msgid "Making controls resizable" -msgstr "" +msgstr "使控件可调整大小" #: ../../docs/tutorials/i18n/internationalizing_games.rst:71 msgid "" @@ -119,10 +143,14 @@ msgid "" "` can be useful, as well as the multiple options in :ref:" "`Label ` for text wrapping." msgstr "" +"不同语言的同一文本的长度可能会有很大的差异。为此, 请务必阅读教程:ref:" +"`doc_size_and_anchors`(尺寸和锚定点), 因为具有动态调整的控制大小可能会有所" +"帮助。:ref:`Container `类, 以及:ref:`Label ` 类" +"中的多个用于文本覆盖隐藏(text wrapping)的选项,都很有用。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:78 msgid "TranslationServer" -msgstr "" +msgstr "TranslationServer类" #: ../../docs/tutorials/i18n/internationalizing_games.rst:80 msgid "" @@ -130,20 +158,23 @@ msgid "" "the :ref:`TranslationServer `. Translations can be " "added or removed during run-time, and the current language be changed too." msgstr "" +"Godot有一个名为:ref:`TranslationServer ` 的服务类, " +"用于处理的低级别的翻译管理。可以在运行时添加或删除翻译, 并且更改当前语言。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:86 msgid "Command line" -msgstr "" +msgstr "命令行" #: ../../docs/tutorials/i18n/internationalizing_games.rst:88 msgid "" "Language can be tested when running Godot from command line. For example, to " "test a game in french, the following arguments can be supplied:" msgstr "" +"从命令行运行Godot时, 可以测试语言。例如, 要用法语测试游戏, 可以提供以下参数:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:97 msgid "Translating the project name" -msgstr "" +msgstr "翻译项目名称" #: ../../docs/tutorials/i18n/internationalizing_games.rst:99 msgid "" @@ -152,9 +183,13 @@ msgid "" "language, create a new setting application/name in the project settings " "dialog and append the locale identifier to it. For example:" msgstr "" +"当导出到不同的操作系统和平台时, 项目名称将成为应用程序名称。若要在多种语言中" +"指定项目名称, 请在 \"项目设置(Project Settings)\" 对话框中创建新的 " +"application/name 属性, 并将区域设置标识符追加到name之后。例如:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:106 msgid "" "As always, If you don't know the code of a language or zone, :ref:`check the " "list `." msgstr "" +"与往常一样, 如果您不知道语言或区域的代码,:ref:`查看这个列表 `。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po index dcb729825b..daa4554ad6 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,1257 +19,1258 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:4 msgid "Locales" -msgstr "" +msgstr "地区设置" #: ../../docs/tutorials/i18n/locales.rst:6 msgid "" "This is the list of supported locales and variants in the engine. It's based " "on the Unix standard locale strings:" msgstr "" +"这是引擎中支持的区域设置和语言变体的列表。它基于Unix 标准区域设置字符串:" #: ../../docs/tutorials/i18n/locales.rst:10 msgid "Locale" -msgstr "地区" +msgstr "区域" #: ../../docs/tutorials/i18n/locales.rst:10 msgid "Language and Variant" -msgstr "" +msgstr "语言和变体" #: ../../docs/tutorials/i18n/locales.rst:12 msgid "aa" -msgstr "" +msgstr "aa" #: ../../docs/tutorials/i18n/locales.rst:12 msgid "Afar" -msgstr "" +msgstr "Afar" #: ../../docs/tutorials/i18n/locales.rst:14 msgid "aa_DJ" -msgstr "" +msgstr "aa_DJ" #: ../../docs/tutorials/i18n/locales.rst:14 msgid "Afar (Djibouti)" -msgstr "" +msgstr "Afar (Djibouti)" #: ../../docs/tutorials/i18n/locales.rst:16 msgid "aa_ER" -msgstr "" +msgstr "aa_ER" #: ../../docs/tutorials/i18n/locales.rst:16 msgid "Afar (Eritrea)" -msgstr "" +msgstr "Afar (Eritrea)" #: ../../docs/tutorials/i18n/locales.rst:18 msgid "aa_ET" -msgstr "" +msgstr "aa_ET" #: ../../docs/tutorials/i18n/locales.rst:18 msgid "Afar (Ethiopia)" -msgstr "" +msgstr "Afar (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:20 msgid "af" -msgstr "" +msgstr "af" #: ../../docs/tutorials/i18n/locales.rst:20 msgid "Afrikaans" -msgstr "" +msgstr "Afrikaans" #: ../../docs/tutorials/i18n/locales.rst:22 msgid "af_ZA" -msgstr "" +msgstr "af_ZA" #: ../../docs/tutorials/i18n/locales.rst:22 msgid "Afrikaans (South Africa)" -msgstr "" +msgstr "Afrikaans (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:24 msgid "agr_PE" -msgstr "" +msgstr "agr_PE" #: ../../docs/tutorials/i18n/locales.rst:24 msgid "Aguaruna (Peru)" -msgstr "" +msgstr "Aguaruna (Peru)" #: ../../docs/tutorials/i18n/locales.rst:26 msgid "ak_GH" -msgstr "" +msgstr "ak_GH" #: ../../docs/tutorials/i18n/locales.rst:26 msgid "Akan (Ghana)" -msgstr "" +msgstr "Akan (Ghana)" #: ../../docs/tutorials/i18n/locales.rst:28 msgid "am_ET" -msgstr "" +msgstr "am_ET" #: ../../docs/tutorials/i18n/locales.rst:28 msgid "Amharic (Ethiopia)" -msgstr "" +msgstr "Amharic (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:30 msgid "an_ES" -msgstr "" +msgstr "an_ES" #: ../../docs/tutorials/i18n/locales.rst:30 msgid "Aragonese (Spain)" -msgstr "" +msgstr "Aragonese (Spain)" #: ../../docs/tutorials/i18n/locales.rst:32 msgid "anp_IN" -msgstr "" +msgstr "anp_IN" #: ../../docs/tutorials/i18n/locales.rst:32 msgid "Angika (India)" -msgstr "" +msgstr "Angika (India)" #: ../../docs/tutorials/i18n/locales.rst:34 msgid "ar" -msgstr "" +msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:34 msgid "Arabic" -msgstr "" +msgstr "Arabic" #: ../../docs/tutorials/i18n/locales.rst:36 msgid "ar_AE" -msgstr "" +msgstr "ar_AE" #: ../../docs/tutorials/i18n/locales.rst:36 msgid "Arabic (United Arab Emirates)" -msgstr "" +msgstr "Arabic (United Arab Emirates)" #: ../../docs/tutorials/i18n/locales.rst:38 msgid "ar_BH" -msgstr "" +msgstr "ar_BH" #: ../../docs/tutorials/i18n/locales.rst:38 msgid "Arabic (Bahrain)" -msgstr "" +msgstr "Arabic (Bahrain)" #: ../../docs/tutorials/i18n/locales.rst:40 msgid "ar_DZ" -msgstr "" +msgstr "ar_DZ" #: ../../docs/tutorials/i18n/locales.rst:40 msgid "Arabic (Algeria)" -msgstr "" +msgstr "Arabic (Algeria)" #: ../../docs/tutorials/i18n/locales.rst:42 msgid "ar_EG" -msgstr "" +msgstr "ar_EG" #: ../../docs/tutorials/i18n/locales.rst:42 msgid "Arabic (Egypt)" -msgstr "" +msgstr "Arabic (Egypt)" #: ../../docs/tutorials/i18n/locales.rst:44 msgid "ar_IQ" -msgstr "" +msgstr "ar_IQ" #: ../../docs/tutorials/i18n/locales.rst:44 msgid "Arabic (Iraq)" -msgstr "" +msgstr "Arabic (Iraq)" #: ../../docs/tutorials/i18n/locales.rst:46 msgid "ar_JO" -msgstr "" +msgstr "ar_JO" #: ../../docs/tutorials/i18n/locales.rst:46 msgid "Arabic (Jordan)" -msgstr "" +msgstr "Arabic (Jordan)" #: ../../docs/tutorials/i18n/locales.rst:48 msgid "ar_KW" -msgstr "" +msgstr "ar_KW" #: ../../docs/tutorials/i18n/locales.rst:48 msgid "Arabic (Kuwait)" -msgstr "" +msgstr "Arabic (Kuwait)" #: ../../docs/tutorials/i18n/locales.rst:50 msgid "ar_LB" -msgstr "" +msgstr "ar_LB" #: ../../docs/tutorials/i18n/locales.rst:50 msgid "Arabic (Lebanon)" -msgstr "" +msgstr "Arabic (Lebanon)" #: ../../docs/tutorials/i18n/locales.rst:52 msgid "ar_LY" -msgstr "" +msgstr "ar_LY" #: ../../docs/tutorials/i18n/locales.rst:52 msgid "Arabic (Libya)" -msgstr "" +msgstr "Arabic (Libya)" #: ../../docs/tutorials/i18n/locales.rst:54 msgid "ar_MA" -msgstr "" +msgstr "ar_MA" #: ../../docs/tutorials/i18n/locales.rst:54 msgid "Arabic (Morocco)" -msgstr "" +msgstr "Arabic (Morocco)" #: ../../docs/tutorials/i18n/locales.rst:56 msgid "ar_OM" -msgstr "" +msgstr "ar_OM" #: ../../docs/tutorials/i18n/locales.rst:56 msgid "Arabic (Oman)" -msgstr "" +msgstr "Arabic (Oman)" #: ../../docs/tutorials/i18n/locales.rst:58 msgid "ar_QA" -msgstr "" +msgstr "ar_QA" #: ../../docs/tutorials/i18n/locales.rst:58 msgid "Arabic (Qatar)" -msgstr "" +msgstr "Arabic (Qatar)" #: ../../docs/tutorials/i18n/locales.rst:60 msgid "ar_SA" -msgstr "" +msgstr "ar_SA" #: ../../docs/tutorials/i18n/locales.rst:60 msgid "Arabic (Saudi Arabia)" -msgstr "" +msgstr "Arabic (Saudi Arabia)" #: ../../docs/tutorials/i18n/locales.rst:62 msgid "ar_SD" -msgstr "" +msgstr "ar_SD" #: ../../docs/tutorials/i18n/locales.rst:62 msgid "Arabic (Sudan)" -msgstr "" +msgstr "Arabic (Sudan)" #: ../../docs/tutorials/i18n/locales.rst:64 msgid "ar_SY" -msgstr "" +msgstr "ar_SY" #: ../../docs/tutorials/i18n/locales.rst:64 msgid "Arabic (Syria)" -msgstr "" +msgstr "Arabic (Syria)" #: ../../docs/tutorials/i18n/locales.rst:66 msgid "ar_TN" -msgstr "" +msgstr "ar_TN" #: ../../docs/tutorials/i18n/locales.rst:66 msgid "Arabic (Tunisia)" -msgstr "" +msgstr "Arabic (Tunisia)" #: ../../docs/tutorials/i18n/locales.rst:68 msgid "ar_YE" -msgstr "" +msgstr "ar_YE" #: ../../docs/tutorials/i18n/locales.rst:68 msgid "Arabic (Yemen)" -msgstr "" +msgstr "Arabic (Yemen)" #: ../../docs/tutorials/i18n/locales.rst:70 msgid "as_IN" -msgstr "" +msgstr "as_IN" #: ../../docs/tutorials/i18n/locales.rst:70 msgid "Assamese (India)" -msgstr "" +msgstr "Assamese (India)" #: ../../docs/tutorials/i18n/locales.rst:72 msgid "ast_ES" -msgstr "" +msgstr "ast_ES" #: ../../docs/tutorials/i18n/locales.rst:72 msgid "Asturian (Spain)" -msgstr "" +msgstr "Asturian (Spain)" #: ../../docs/tutorials/i18n/locales.rst:74 msgid "ayc_PE" -msgstr "" +msgstr "ayc_PE" #: ../../docs/tutorials/i18n/locales.rst:74 msgid "Southern Aymara (Peru)" -msgstr "" +msgstr "Southern Aymara (Peru)" #: ../../docs/tutorials/i18n/locales.rst:76 msgid "ay_PE" -msgstr "" +msgstr "ay_PE" #: ../../docs/tutorials/i18n/locales.rst:76 msgid "Aymara (Peru)" -msgstr "" +msgstr "Aymara (Peru)" #: ../../docs/tutorials/i18n/locales.rst:78 msgid "az_AZ" -msgstr "" +msgstr "az_AZ" #: ../../docs/tutorials/i18n/locales.rst:78 msgid "Azerbaijani (Azerbaijan)" -msgstr "" +msgstr "Azerbaijani (Azerbaijan)" #: ../../docs/tutorials/i18n/locales.rst:80 msgid "be" -msgstr "" +msgstr "be" #: ../../docs/tutorials/i18n/locales.rst:80 msgid "Belarusian" -msgstr "" +msgstr "Belarusian" #: ../../docs/tutorials/i18n/locales.rst:82 msgid "be_BY" -msgstr "" +msgstr "be_BY" #: ../../docs/tutorials/i18n/locales.rst:82 msgid "Belarusian (Belarus)" -msgstr "" +msgstr "Belarusian (Belarus)" #: ../../docs/tutorials/i18n/locales.rst:84 msgid "bem_ZM" -msgstr "" +msgstr "bem_ZM" #: ../../docs/tutorials/i18n/locales.rst:84 msgid "Bemba (Zambia)" -msgstr "" +msgstr "Bemba (Zambia)" #: ../../docs/tutorials/i18n/locales.rst:86 msgid "ber_DZ" -msgstr "" +msgstr "ber_DZ" #: ../../docs/tutorials/i18n/locales.rst:86 msgid "Berber languages (Algeria)" -msgstr "" +msgstr "Berber languages (Algeria)" #: ../../docs/tutorials/i18n/locales.rst:88 msgid "ber_MA" -msgstr "" +msgstr "ber_MA" #: ../../docs/tutorials/i18n/locales.rst:88 msgid "Berber languages (Morocco)" -msgstr "" +msgstr "Berber languages (Morocco)" #: ../../docs/tutorials/i18n/locales.rst:90 msgid "bg" -msgstr "" +msgstr "bg" #: ../../docs/tutorials/i18n/locales.rst:90 msgid "Bulgarian" -msgstr "" +msgstr "Bulgarian" #: ../../docs/tutorials/i18n/locales.rst:92 msgid "bg_BG" -msgstr "" +msgstr "bg_BG" #: ../../docs/tutorials/i18n/locales.rst:92 msgid "Bulgarian (Bulgaria)" -msgstr "" +msgstr "Bulgarian (Bulgaria)" #: ../../docs/tutorials/i18n/locales.rst:94 msgid "bhb_IN" -msgstr "" +msgstr "bhb_IN" #: ../../docs/tutorials/i18n/locales.rst:94 msgid "Bhili (India)" -msgstr "" +msgstr "Bhili (India)" #: ../../docs/tutorials/i18n/locales.rst:96 msgid "bho_IN" -msgstr "" +msgstr "bho_IN" #: ../../docs/tutorials/i18n/locales.rst:96 msgid "Bhojpuri (India)" -msgstr "" +msgstr "Bhojpuri (India)" #: ../../docs/tutorials/i18n/locales.rst:98 msgid "bi_TV" -msgstr "" +msgstr "bi_TV" #: ../../docs/tutorials/i18n/locales.rst:98 msgid "Bislama (Tuvalu)" -msgstr "" +msgstr "Bislama (Tuvalu)" #: ../../docs/tutorials/i18n/locales.rst:100 msgid "bn" -msgstr "" +msgstr "bn" #: ../../docs/tutorials/i18n/locales.rst:100 msgid "Bengali" -msgstr "" +msgstr "Bengali" #: ../../docs/tutorials/i18n/locales.rst:102 msgid "bn_BD" -msgstr "" +msgstr "bn_BD" #: ../../docs/tutorials/i18n/locales.rst:102 msgid "Bengali (Bangladesh)" -msgstr "" +msgstr "Bengali (Bangladesh)" #: ../../docs/tutorials/i18n/locales.rst:104 msgid "bn_IN" -msgstr "" +msgstr "bn_IN" #: ../../docs/tutorials/i18n/locales.rst:104 msgid "Bengali (India)" -msgstr "" +msgstr "Bengali (India)" #: ../../docs/tutorials/i18n/locales.rst:106 msgid "bo" -msgstr "" +msgstr "bo" #: ../../docs/tutorials/i18n/locales.rst:106 msgid "Tibetan" -msgstr "" +msgstr "Tibetan" #: ../../docs/tutorials/i18n/locales.rst:108 msgid "bo_CN" -msgstr "" +msgstr "bo_CN" #: ../../docs/tutorials/i18n/locales.rst:108 msgid "Tibetan (China)" -msgstr "" +msgstr "Tibetan (China)" #: ../../docs/tutorials/i18n/locales.rst:110 msgid "bo_IN" -msgstr "" +msgstr "bo_IN" #: ../../docs/tutorials/i18n/locales.rst:110 msgid "Tibetan (India)" -msgstr "" +msgstr "Tibetan (India)" #: ../../docs/tutorials/i18n/locales.rst:112 msgid "br_FR" -msgstr "" +msgstr "br_FR" #: ../../docs/tutorials/i18n/locales.rst:112 msgid "Breton (France)" -msgstr "" +msgstr "Breton (France)" #: ../../docs/tutorials/i18n/locales.rst:114 msgid "brx_IN" -msgstr "" +msgstr "brx_IN" #: ../../docs/tutorials/i18n/locales.rst:114 msgid "Bodo (India)" -msgstr "" +msgstr "Bodo (India)" #: ../../docs/tutorials/i18n/locales.rst:116 msgid "bs_BA" -msgstr "" +msgstr "bs_BA" #: ../../docs/tutorials/i18n/locales.rst:116 msgid "Bosnian (Bosnia and Herzegovina)" -msgstr "" +msgstr "Bosnian (Bosnia and Herzegovina)" #: ../../docs/tutorials/i18n/locales.rst:118 msgid "byn_ER" -msgstr "" +msgstr "byn_ER" #: ../../docs/tutorials/i18n/locales.rst:118 msgid "Bilin (Eritrea)" -msgstr "" +msgstr "Bilin (Eritrea)" #: ../../docs/tutorials/i18n/locales.rst:120 msgid "ca" -msgstr "" +msgstr "ca" #: ../../docs/tutorials/i18n/locales.rst:120 msgid "Catalan" -msgstr "" +msgstr "Catalan" #: ../../docs/tutorials/i18n/locales.rst:122 msgid "ca_AD" -msgstr "" +msgstr "ca_AD" #: ../../docs/tutorials/i18n/locales.rst:122 msgid "Catalan (Andorra)" -msgstr "" +msgstr "Catalan (Andorra)" #: ../../docs/tutorials/i18n/locales.rst:124 msgid "ca_ES" -msgstr "" +msgstr "ca_ES" #: ../../docs/tutorials/i18n/locales.rst:124 msgid "Catalan (Spain)" -msgstr "" +msgstr "Catalan (Spain)" #: ../../docs/tutorials/i18n/locales.rst:126 msgid "ca_FR" -msgstr "" +msgstr "ca_FR" #: ../../docs/tutorials/i18n/locales.rst:126 msgid "Catalan (France)" -msgstr "" +msgstr "Catalan (France)" #: ../../docs/tutorials/i18n/locales.rst:128 msgid "ca_IT" -msgstr "" +msgstr "ca_IT" #: ../../docs/tutorials/i18n/locales.rst:128 msgid "Catalan (Italy)" -msgstr "" +msgstr "Catalan (Italy)" #: ../../docs/tutorials/i18n/locales.rst:130 msgid "ce_RU" -msgstr "" +msgstr "ce_RU" #: ../../docs/tutorials/i18n/locales.rst:130 msgid "Chechen (Russia)" -msgstr "" +msgstr "Chechen (Russia)" #: ../../docs/tutorials/i18n/locales.rst:132 msgid "chr_US" -msgstr "" +msgstr "chr_US" #: ../../docs/tutorials/i18n/locales.rst:132 msgid "Cherokee (United States)" -msgstr "" +msgstr "Cherokee (United States)" #: ../../docs/tutorials/i18n/locales.rst:134 msgid "cmn_TW" -msgstr "" +msgstr "cmn_TW" #: ../../docs/tutorials/i18n/locales.rst:134 msgid "Mandarin Chinese (Taiwan)" -msgstr "" +msgstr "Mandarin Chinese (Taiwan)" #: ../../docs/tutorials/i18n/locales.rst:136 msgid "crh_UA" -msgstr "" +msgstr "crh_UA" #: ../../docs/tutorials/i18n/locales.rst:136 msgid "Crimean Tatar (Ukraine)" -msgstr "" +msgstr "Crimean Tatar (Ukraine)" #: ../../docs/tutorials/i18n/locales.rst:138 msgid "csb_PL" -msgstr "" +msgstr "csb_PL" #: ../../docs/tutorials/i18n/locales.rst:138 msgid "Kashubian (Poland)" -msgstr "" +msgstr "Kashubian (Poland)" #: ../../docs/tutorials/i18n/locales.rst:140 msgid "cs" -msgstr "" +msgstr "cs" #: ../../docs/tutorials/i18n/locales.rst:140 msgid "Czech" -msgstr "" +msgstr "Czech" #: ../../docs/tutorials/i18n/locales.rst:142 msgid "cs_CZ" -msgstr "" +msgstr "cs_CZ" #: ../../docs/tutorials/i18n/locales.rst:142 msgid "Czech (Czech Republic)" -msgstr "" +msgstr "Czech (Czech Republic)" #: ../../docs/tutorials/i18n/locales.rst:144 msgid "cv_RU" -msgstr "" +msgstr "cv_RU" #: ../../docs/tutorials/i18n/locales.rst:144 msgid "Chuvash (Russia)" -msgstr "" +msgstr "Chuvash (Russia)" #: ../../docs/tutorials/i18n/locales.rst:146 msgid "cy_GB" -msgstr "" +msgstr "cy_GB" #: ../../docs/tutorials/i18n/locales.rst:146 msgid "Welsh (United Kingdom)" -msgstr "" +msgstr "Welsh (United Kingdom)" #: ../../docs/tutorials/i18n/locales.rst:148 msgid "da" -msgstr "" +msgstr "da" #: ../../docs/tutorials/i18n/locales.rst:148 msgid "Danish" -msgstr "" +msgstr "Danish" #: ../../docs/tutorials/i18n/locales.rst:150 msgid "da_DK" -msgstr "" +msgstr "da_DK" #: ../../docs/tutorials/i18n/locales.rst:150 msgid "Danish (Denmark)" -msgstr "" +msgstr "Danish (Denmark)" #: ../../docs/tutorials/i18n/locales.rst:152 msgid "de" -msgstr "" +msgstr "de" #: ../../docs/tutorials/i18n/locales.rst:152 msgid "German" -msgstr "" +msgstr "German" #: ../../docs/tutorials/i18n/locales.rst:154 msgid "de_AT" -msgstr "" +msgstr "de_AT" #: ../../docs/tutorials/i18n/locales.rst:154 msgid "German (Austria)" -msgstr "" +msgstr "German (Austria)" #: ../../docs/tutorials/i18n/locales.rst:156 msgid "de_BE" -msgstr "" +msgstr "de_BE" #: ../../docs/tutorials/i18n/locales.rst:156 msgid "German (Belgium)" -msgstr "" +msgstr "German (Belgium)" #: ../../docs/tutorials/i18n/locales.rst:158 msgid "de_CH" -msgstr "" +msgstr "de_CH" #: ../../docs/tutorials/i18n/locales.rst:158 msgid "German (Switzerland)" -msgstr "" +msgstr "German (Switzerland)" #: ../../docs/tutorials/i18n/locales.rst:160 msgid "de_DE" -msgstr "" +msgstr "de_DE" #: ../../docs/tutorials/i18n/locales.rst:160 msgid "German (Germany)" -msgstr "" +msgstr "German (Germany)" #: ../../docs/tutorials/i18n/locales.rst:162 msgid "de_IT" -msgstr "" +msgstr "de_IT" #: ../../docs/tutorials/i18n/locales.rst:162 msgid "German (Italy)" -msgstr "" +msgstr "German (Italy)" #: ../../docs/tutorials/i18n/locales.rst:164 msgid "de_LU" -msgstr "" +msgstr "de_LU" #: ../../docs/tutorials/i18n/locales.rst:164 msgid "German (Luxembourg)" -msgstr "" +msgstr "German (Luxembourg)" #: ../../docs/tutorials/i18n/locales.rst:166 msgid "doi_IN" -msgstr "" +msgstr "doi_IN" #: ../../docs/tutorials/i18n/locales.rst:166 msgid "Dogri (India)" -msgstr "" +msgstr "Dogri (India)" #: ../../docs/tutorials/i18n/locales.rst:168 msgid "dv_MV" -msgstr "" +msgstr "dv_MV" #: ../../docs/tutorials/i18n/locales.rst:168 msgid "Dhivehi (Maldives)" -msgstr "" +msgstr "Dhivehi (Maldives)" #: ../../docs/tutorials/i18n/locales.rst:170 msgid "dz_BT" -msgstr "" +msgstr "dz_BT" #: ../../docs/tutorials/i18n/locales.rst:170 msgid "Dzongkha (Bhutan)" -msgstr "" +msgstr "Dzongkha (Bhutan)" #: ../../docs/tutorials/i18n/locales.rst:172 msgid "el" -msgstr "" +msgstr "el" #: ../../docs/tutorials/i18n/locales.rst:172 msgid "Greek" -msgstr "" +msgstr "Greek" #: ../../docs/tutorials/i18n/locales.rst:174 msgid "el_CY" -msgstr "" +msgstr "el_CY" #: ../../docs/tutorials/i18n/locales.rst:174 msgid "Greek (Cyprus)" -msgstr "" +msgstr "Greek (Cyprus)" #: ../../docs/tutorials/i18n/locales.rst:176 msgid "el_GR" -msgstr "" +msgstr "el_GR" #: ../../docs/tutorials/i18n/locales.rst:176 msgid "Greek (Greece)" -msgstr "" +msgstr "Greek (Greece)" #: ../../docs/tutorials/i18n/locales.rst:178 msgid "en" -msgstr "" +msgstr "en" #: ../../docs/tutorials/i18n/locales.rst:178 msgid "English" -msgstr "" +msgstr "English" #: ../../docs/tutorials/i18n/locales.rst:180 msgid "en_AG" -msgstr "" +msgstr "en_AG" #: ../../docs/tutorials/i18n/locales.rst:180 msgid "English (Antigua and Barbuda)" -msgstr "" +msgstr "English (Antigua and Barbuda)" #: ../../docs/tutorials/i18n/locales.rst:182 msgid "en_AU" -msgstr "" +msgstr "en_AU" #: ../../docs/tutorials/i18n/locales.rst:182 msgid "English (Australia)" -msgstr "" +msgstr "English (Australia)" #: ../../docs/tutorials/i18n/locales.rst:184 msgid "en_BW" -msgstr "" +msgstr "en_BW" #: ../../docs/tutorials/i18n/locales.rst:184 msgid "English (Botswana)" -msgstr "" +msgstr "English (Botswana)" #: ../../docs/tutorials/i18n/locales.rst:186 msgid "en_CA" -msgstr "" +msgstr "en_CA" #: ../../docs/tutorials/i18n/locales.rst:186 msgid "English (Canada)" -msgstr "" +msgstr "English (Canada)" #: ../../docs/tutorials/i18n/locales.rst:188 msgid "en_DK" -msgstr "" +msgstr "en_DK" #: ../../docs/tutorials/i18n/locales.rst:188 msgid "English (Denmark)" -msgstr "" +msgstr "English (Denmark)" #: ../../docs/tutorials/i18n/locales.rst:190 msgid "en_GB" -msgstr "" +msgstr "en_GB" #: ../../docs/tutorials/i18n/locales.rst:190 msgid "English (United Kingdom)" -msgstr "" +msgstr "English (United Kingdom)" #: ../../docs/tutorials/i18n/locales.rst:192 msgid "en_HK" -msgstr "" +msgstr "en_HK" #: ../../docs/tutorials/i18n/locales.rst:192 msgid "English (Hong Kong)" -msgstr "" +msgstr "English (Hong Kong)" #: ../../docs/tutorials/i18n/locales.rst:194 msgid "en_IE" -msgstr "" +msgstr "en_IE" #: ../../docs/tutorials/i18n/locales.rst:194 msgid "English (Ireland)" -msgstr "" +msgstr "English (Ireland)" #: ../../docs/tutorials/i18n/locales.rst:196 msgid "en_IL" -msgstr "" +msgstr "en_IL" #: ../../docs/tutorials/i18n/locales.rst:196 msgid "English (Israel)" -msgstr "" +msgstr "English (Israel)" #: ../../docs/tutorials/i18n/locales.rst:198 msgid "en_IN" -msgstr "" +msgstr "en_IN" #: ../../docs/tutorials/i18n/locales.rst:198 msgid "English (India)" -msgstr "" +msgstr "English (India)" #: ../../docs/tutorials/i18n/locales.rst:200 msgid "en_NG" -msgstr "" +msgstr "en_NG" #: ../../docs/tutorials/i18n/locales.rst:200 msgid "English (Nigeria)" -msgstr "" +msgstr "English (Nigeria)" #: ../../docs/tutorials/i18n/locales.rst:202 msgid "en_MT" -msgstr "" +msgstr "en_MT" #: ../../docs/tutorials/i18n/locales.rst:202 msgid "English (Malta)" -msgstr "" +msgstr "English (Malta)" #: ../../docs/tutorials/i18n/locales.rst:204 msgid "en_NZ" -msgstr "" +msgstr "en_NZ" #: ../../docs/tutorials/i18n/locales.rst:204 msgid "English (New Zealand)" -msgstr "" +msgstr "English (New Zealand)" #: ../../docs/tutorials/i18n/locales.rst:206 msgid "en_PH" -msgstr "" +msgstr "en_PH" #: ../../docs/tutorials/i18n/locales.rst:206 msgid "English (Philippines)" -msgstr "" +msgstr "English (Philippines)" #: ../../docs/tutorials/i18n/locales.rst:208 msgid "en_SG" -msgstr "" +msgstr "en_SG" #: ../../docs/tutorials/i18n/locales.rst:208 msgid "English (Singapore)" -msgstr "" +msgstr "English (Singapore)" #: ../../docs/tutorials/i18n/locales.rst:210 msgid "en_US" -msgstr "" +msgstr "en_US" #: ../../docs/tutorials/i18n/locales.rst:210 msgid "English (United States)" -msgstr "" +msgstr "English (United States)" #: ../../docs/tutorials/i18n/locales.rst:212 msgid "en_ZA" -msgstr "" +msgstr "en_ZA" #: ../../docs/tutorials/i18n/locales.rst:212 msgid "English (South Africa)" -msgstr "" +msgstr "English (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:214 msgid "en_ZM" -msgstr "" +msgstr "en_ZM" #: ../../docs/tutorials/i18n/locales.rst:214 msgid "English (Zambia)" -msgstr "" +msgstr "English (Zambia)" #: ../../docs/tutorials/i18n/locales.rst:216 msgid "en_ZW" -msgstr "" +msgstr "en_ZW" #: ../../docs/tutorials/i18n/locales.rst:216 msgid "English (Zimbabwe)" -msgstr "" +msgstr "English (Zimbabwe)" #: ../../docs/tutorials/i18n/locales.rst:218 msgid "eo" -msgstr "" +msgstr "eo" #: ../../docs/tutorials/i18n/locales.rst:218 msgid "Esperanto" -msgstr "" +msgstr "Esperanto" #: ../../docs/tutorials/i18n/locales.rst:220 msgid "es" -msgstr "" +msgstr "es" #: ../../docs/tutorials/i18n/locales.rst:220 msgid "Spanish" -msgstr "" +msgstr "Spanish" #: ../../docs/tutorials/i18n/locales.rst:222 msgid "es_AR" -msgstr "" +msgstr "es_AR" #: ../../docs/tutorials/i18n/locales.rst:222 msgid "Spanish (Argentina)" -msgstr "" +msgstr "Spanish (Argentina)" #: ../../docs/tutorials/i18n/locales.rst:224 msgid "es_BO" -msgstr "" +msgstr "es_BO" #: ../../docs/tutorials/i18n/locales.rst:224 msgid "Spanish (Bolivia)" -msgstr "" +msgstr "Spanish (Bolivia)" #: ../../docs/tutorials/i18n/locales.rst:226 msgid "es_CL" -msgstr "" +msgstr "es_CL" #: ../../docs/tutorials/i18n/locales.rst:226 msgid "Spanish (Chile)" -msgstr "" +msgstr "Spanish (Chile)" #: ../../docs/tutorials/i18n/locales.rst:228 msgid "es_CO" -msgstr "" +msgstr "es_CO" #: ../../docs/tutorials/i18n/locales.rst:228 msgid "Spanish (Colombia)" -msgstr "" +msgstr "Spanish (Colombia)" #: ../../docs/tutorials/i18n/locales.rst:230 msgid "es_CR" -msgstr "" +msgstr "es_CR" #: ../../docs/tutorials/i18n/locales.rst:230 msgid "Spanish (Costa Rica)" -msgstr "" +msgstr "Spanish (Costa Rica)" #: ../../docs/tutorials/i18n/locales.rst:232 msgid "en_CU" -msgstr "" +msgstr "en_CU" #: ../../docs/tutorials/i18n/locales.rst:232 msgid "Spanish (Cuba)" -msgstr "" +msgstr "Spanish (Cuba)" #: ../../docs/tutorials/i18n/locales.rst:234 msgid "es_DO" -msgstr "" +msgstr "es_DO" #: ../../docs/tutorials/i18n/locales.rst:234 msgid "Spanish (Dominican Republic)" -msgstr "" +msgstr "Spanish (Dominican Republic)" #: ../../docs/tutorials/i18n/locales.rst:236 msgid "es_EC" -msgstr "" +msgstr "es_EC" #: ../../docs/tutorials/i18n/locales.rst:236 msgid "Spanish (Ecuador)" -msgstr "" +msgstr "Spanish (Ecuador)" #: ../../docs/tutorials/i18n/locales.rst:238 msgid "es_ES" -msgstr "" +msgstr "es_ES" #: ../../docs/tutorials/i18n/locales.rst:238 msgid "Spanish (Spain)" -msgstr "" +msgstr "Spanish (Spain)" #: ../../docs/tutorials/i18n/locales.rst:240 msgid "es_GT" -msgstr "" +msgstr "es_GT" #: ../../docs/tutorials/i18n/locales.rst:240 msgid "Spanish (Guatemala)" -msgstr "" +msgstr "Spanish (Guatemala)" #: ../../docs/tutorials/i18n/locales.rst:242 msgid "es_HN" -msgstr "" +msgstr "es_HN" #: ../../docs/tutorials/i18n/locales.rst:242 msgid "Spanish (Honduras)" -msgstr "" +msgstr "Spanish (Honduras)" #: ../../docs/tutorials/i18n/locales.rst:244 msgid "es_MX" -msgstr "" +msgstr "es_MX" #: ../../docs/tutorials/i18n/locales.rst:244 msgid "Spanish (Mexico)" -msgstr "" +msgstr "Spanish (Mexico)" #: ../../docs/tutorials/i18n/locales.rst:246 msgid "es_NI" -msgstr "" +msgstr "es_NI" #: ../../docs/tutorials/i18n/locales.rst:246 msgid "Spanish (Nicaragua)" -msgstr "" +msgstr "Spanish (Nicaragua)" #: ../../docs/tutorials/i18n/locales.rst:248 msgid "es_PA" -msgstr "" +msgstr "es_PA" #: ../../docs/tutorials/i18n/locales.rst:248 msgid "Spanish (Panama)" -msgstr "" +msgstr "Spanish (Panama)" #: ../../docs/tutorials/i18n/locales.rst:250 msgid "es_PE" -msgstr "" +msgstr "es_PE" #: ../../docs/tutorials/i18n/locales.rst:250 msgid "Spanish (Peru)" -msgstr "" +msgstr "Spanish (Peru)" #: ../../docs/tutorials/i18n/locales.rst:252 msgid "es_PR" -msgstr "" +msgstr "es_PR" #: ../../docs/tutorials/i18n/locales.rst:252 msgid "Spanish (Puerto Rico)" -msgstr "" +msgstr "Spanish (Puerto Rico)" #: ../../docs/tutorials/i18n/locales.rst:254 msgid "es_PY" -msgstr "" +msgstr "es_PY" #: ../../docs/tutorials/i18n/locales.rst:254 msgid "Spanish (Paraguay)" -msgstr "" +msgstr "Spanish (Paraguay)" #: ../../docs/tutorials/i18n/locales.rst:256 msgid "es_SV" -msgstr "" +msgstr "es_SV" #: ../../docs/tutorials/i18n/locales.rst:256 msgid "Spanish (El Salvador)" -msgstr "" +msgstr "Spanish (El Salvador)" #: ../../docs/tutorials/i18n/locales.rst:258 msgid "es_US" -msgstr "" +msgstr "es_US" #: ../../docs/tutorials/i18n/locales.rst:258 msgid "Spanish (United States)" -msgstr "" +msgstr "Spanish (United States)" #: ../../docs/tutorials/i18n/locales.rst:260 msgid "es_UY" -msgstr "" +msgstr "es_UY" #: ../../docs/tutorials/i18n/locales.rst:260 msgid "Spanish (Uruguay)" -msgstr "" +msgstr "Spanish (Uruguay)" #: ../../docs/tutorials/i18n/locales.rst:262 msgid "es_VE" -msgstr "" +msgstr "es_VE" #: ../../docs/tutorials/i18n/locales.rst:262 msgid "Spanish (Venezuela)" -msgstr "" +msgstr "Spanish (Venezuela)" #: ../../docs/tutorials/i18n/locales.rst:264 msgid "et" -msgstr "" +msgstr "et" #: ../../docs/tutorials/i18n/locales.rst:264 msgid "Estonian" -msgstr "" +msgstr "Estonian" #: ../../docs/tutorials/i18n/locales.rst:266 msgid "et_EE" -msgstr "" +msgstr "et_EE" #: ../../docs/tutorials/i18n/locales.rst:266 msgid "Estonian (Estonia)" -msgstr "" +msgstr "Estonian (Estonia)" #: ../../docs/tutorials/i18n/locales.rst:268 msgid "eu" -msgstr "" +msgstr "eu" #: ../../docs/tutorials/i18n/locales.rst:268 msgid "Basque" -msgstr "" +msgstr "Basque" #: ../../docs/tutorials/i18n/locales.rst:270 msgid "eu_ES" -msgstr "" +msgstr "eu_ES" #: ../../docs/tutorials/i18n/locales.rst:270 msgid "Basque (Spain)" -msgstr "" +msgstr "Basque (Spain)" #: ../../docs/tutorials/i18n/locales.rst:272 msgid "fa" -msgstr "" +msgstr "fa" #: ../../docs/tutorials/i18n/locales.rst:272 msgid "Persian" -msgstr "" +msgstr "Persian" #: ../../docs/tutorials/i18n/locales.rst:274 msgid "fa_IR" -msgstr "" +msgstr "fa_IR" #: ../../docs/tutorials/i18n/locales.rst:274 msgid "Persian (Iran)" -msgstr "" +msgstr "Persian (Iran)" #: ../../docs/tutorials/i18n/locales.rst:276 msgid "ff_SN" -msgstr "" +msgstr "ff_SN" #: ../../docs/tutorials/i18n/locales.rst:276 msgid "Fulah (Senegal)" -msgstr "" +msgstr "Fulah (Senegal)" #: ../../docs/tutorials/i18n/locales.rst:278 msgid "fi" -msgstr "" +msgstr "fi" #: ../../docs/tutorials/i18n/locales.rst:278 msgid "Finnish" -msgstr "" +msgstr "Finnish" #: ../../docs/tutorials/i18n/locales.rst:280 msgid "fi_FI" -msgstr "" +msgstr "fi_FI" #: ../../docs/tutorials/i18n/locales.rst:280 msgid "Finnish (Finland)" -msgstr "" +msgstr "Finnish (Finland)" #: ../../docs/tutorials/i18n/locales.rst:282 msgid "fil_PH" -msgstr "" +msgstr "fil_PH" #: ../../docs/tutorials/i18n/locales.rst:282 msgid "Filipino (Philippines)" -msgstr "" +msgstr "Filipino (Philippines)" #: ../../docs/tutorials/i18n/locales.rst:284 msgid "fo_FO" -msgstr "" +msgstr "fo_FO" #: ../../docs/tutorials/i18n/locales.rst:284 msgid "Faroese (Faroe Islands)" -msgstr "" +msgstr "Faroese (Faroe Islands)" #: ../../docs/tutorials/i18n/locales.rst:286 msgid "fr" -msgstr "" +msgstr "fr" #: ../../docs/tutorials/i18n/locales.rst:286 msgid "French" -msgstr "" +msgstr "French" #: ../../docs/tutorials/i18n/locales.rst:288 msgid "fr_BE" -msgstr "" +msgstr "fr_BE" #: ../../docs/tutorials/i18n/locales.rst:288 msgid "French (Belgium)" -msgstr "" +msgstr "French (Belgium)" #: ../../docs/tutorials/i18n/locales.rst:290 msgid "fr_CA" -msgstr "" +msgstr "fr_CA" #: ../../docs/tutorials/i18n/locales.rst:290 msgid "French (Canada)" -msgstr "" +msgstr "French (Canada)" #: ../../docs/tutorials/i18n/locales.rst:292 msgid "fr_CH" -msgstr "" +msgstr "fr_CH" #: ../../docs/tutorials/i18n/locales.rst:292 msgid "French (Switzerland)" -msgstr "" +msgstr "French (Switzerland)" #: ../../docs/tutorials/i18n/locales.rst:294 msgid "fr_FR" -msgstr "" +msgstr "fr_FR" #: ../../docs/tutorials/i18n/locales.rst:294 msgid "French (France)" -msgstr "" +msgstr "French (France)" #: ../../docs/tutorials/i18n/locales.rst:296 msgid "fr_LU" -msgstr "" +msgstr "fr_LU" #: ../../docs/tutorials/i18n/locales.rst:296 msgid "French (Luxembourg)" -msgstr "" +msgstr "French (Luxembourg)" #: ../../docs/tutorials/i18n/locales.rst:298 msgid "fur_IT" -msgstr "" +msgstr "fur_IT" #: ../../docs/tutorials/i18n/locales.rst:298 msgid "Friulian (Italy)" -msgstr "" +msgstr "Friulian (Italy)" #: ../../docs/tutorials/i18n/locales.rst:300 msgid "fy_DE" -msgstr "" +msgstr "fy_DE" #: ../../docs/tutorials/i18n/locales.rst:300 msgid "Western Frisian (Germany)" -msgstr "" +msgstr "Western Frisian (Germany)" #: ../../docs/tutorials/i18n/locales.rst:302 msgid "fy_NL" -msgstr "" +msgstr "fy_NL" #: ../../docs/tutorials/i18n/locales.rst:302 msgid "Western Frisian (Netherlands)" -msgstr "" +msgstr "Western Frisian (Netherlands)" #: ../../docs/tutorials/i18n/locales.rst:304 msgid "ga" -msgstr "" +msgstr "ga" #: ../../docs/tutorials/i18n/locales.rst:304 msgid "Irish" -msgstr "" +msgstr "Irish" #: ../../docs/tutorials/i18n/locales.rst:306 msgid "ga_IE" -msgstr "" +msgstr "ga_IE" #: ../../docs/tutorials/i18n/locales.rst:306 msgid "Irish (Ireland)" -msgstr "" +msgstr "Irish (Ireland)" #: ../../docs/tutorials/i18n/locales.rst:308 msgid "gd_GB" -msgstr "" +msgstr "gd_GB" #: ../../docs/tutorials/i18n/locales.rst:308 msgid "Scottish Gaelic (United Kingdom)" -msgstr "" +msgstr "Scottish Gaelic (United Kingdom)" #: ../../docs/tutorials/i18n/locales.rst:310 msgid "gez_ER" -msgstr "" +msgstr "gez_ER" #: ../../docs/tutorials/i18n/locales.rst:310 msgid "Geez (Eritrea)" -msgstr "" +msgstr "Geez (Eritrea)" #: ../../docs/tutorials/i18n/locales.rst:312 msgid "gez_ET" -msgstr "" +msgstr "gez_ET" #: ../../docs/tutorials/i18n/locales.rst:312 msgid "Geez (Ethiopia)" -msgstr "" +msgstr "Geez (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:314 msgid "gl_ES" -msgstr "" +msgstr "gl_ES" #: ../../docs/tutorials/i18n/locales.rst:314 msgid "Galician (Spain)" -msgstr "" +msgstr "Galician (Spain)" #: ../../docs/tutorials/i18n/locales.rst:316 msgid "gu_IN" -msgstr "" +msgstr "gu_IN" #: ../../docs/tutorials/i18n/locales.rst:316 msgid "Gujarati (India)" -msgstr "" +msgstr "Gujarati (India)" #: ../../docs/tutorials/i18n/locales.rst:318 msgid "gv_GB" -msgstr "" +msgstr "gv_GB" #: ../../docs/tutorials/i18n/locales.rst:318 msgid "Manx (United Kingdom)" -msgstr "" +msgstr "Manx (United Kingdom)" #: ../../docs/tutorials/i18n/locales.rst:320 msgid "hak_TW" -msgstr "" +msgstr "hak_TW" #: ../../docs/tutorials/i18n/locales.rst:320 msgid "Hakka Chinese (Taiwan)" @@ -1277,155 +1278,155 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:322 msgid "ha_NG" -msgstr "" +msgstr "ha_NG" #: ../../docs/tutorials/i18n/locales.rst:322 msgid "Hausa (Nigeria)" -msgstr "" +msgstr "Hausa (Nigeria)" #: ../../docs/tutorials/i18n/locales.rst:324 msgid "he" -msgstr "" +msgstr "he" #: ../../docs/tutorials/i18n/locales.rst:324 msgid "Hebrew" -msgstr "" +msgstr "Hebrew" #: ../../docs/tutorials/i18n/locales.rst:326 msgid "he_IL" -msgstr "" +msgstr "he_IL" #: ../../docs/tutorials/i18n/locales.rst:326 msgid "Hebrew (Israel)" -msgstr "" +msgstr "Hebrew (Israel)" #: ../../docs/tutorials/i18n/locales.rst:328 msgid "hi" -msgstr "" +msgstr "hi" #: ../../docs/tutorials/i18n/locales.rst:328 msgid "Hindi" -msgstr "" +msgstr "Hindi" #: ../../docs/tutorials/i18n/locales.rst:330 msgid "hi_IN" -msgstr "" +msgstr "hi_IN" #: ../../docs/tutorials/i18n/locales.rst:330 msgid "Hindi (India)" -msgstr "" +msgstr "Hindi (India)" #: ../../docs/tutorials/i18n/locales.rst:332 msgid "hne_IN" -msgstr "" +msgstr "hne_IN" #: ../../docs/tutorials/i18n/locales.rst:332 msgid "Chhattisgarhi (India)" -msgstr "" +msgstr "Chhattisgarhi (India)" #: ../../docs/tutorials/i18n/locales.rst:334 msgid "hr" -msgstr "" +msgstr "hr" #: ../../docs/tutorials/i18n/locales.rst:334 msgid "Croatian" -msgstr "" +msgstr "Croatian" #: ../../docs/tutorials/i18n/locales.rst:336 msgid "hr_HR" -msgstr "" +msgstr "hr_HR" #: ../../docs/tutorials/i18n/locales.rst:336 msgid "Croatian (Croatia)" -msgstr "" +msgstr "Croatian (Croatia)" #: ../../docs/tutorials/i18n/locales.rst:338 msgid "hsb_DE" -msgstr "" +msgstr "hsb_DE" #: ../../docs/tutorials/i18n/locales.rst:338 msgid "Upper Sorbian (Germany)" -msgstr "" +msgstr "Upper Sorbian (Germany)" #: ../../docs/tutorials/i18n/locales.rst:340 msgid "ht_HT" -msgstr "" +msgstr "ht_HT" #: ../../docs/tutorials/i18n/locales.rst:340 msgid "Haitian (Haiti)" -msgstr "" +msgstr "Haitian (Haiti)" #: ../../docs/tutorials/i18n/locales.rst:342 msgid "hu" -msgstr "" +msgstr "hu" #: ../../docs/tutorials/i18n/locales.rst:342 msgid "Hungarian" -msgstr "" +msgstr "Hungarian" #: ../../docs/tutorials/i18n/locales.rst:344 msgid "hu_HU" -msgstr "" +msgstr "hu_HU" #: ../../docs/tutorials/i18n/locales.rst:344 msgid "Hungarian (Hungary)" -msgstr "" +msgstr "Hungarian (Hungary)" #: ../../docs/tutorials/i18n/locales.rst:346 msgid "hus_MX" -msgstr "" +msgstr "hus_MX" #: ../../docs/tutorials/i18n/locales.rst:346 msgid "Huastec (Mexico)" -msgstr "" +msgstr "Huastec (Mexico)" #: ../../docs/tutorials/i18n/locales.rst:348 msgid "hy_AM" -msgstr "" +msgstr "hy_AM" #: ../../docs/tutorials/i18n/locales.rst:348 msgid "Armenian (Armenia)" -msgstr "" +msgstr "Armenian (Armenia)" #: ../../docs/tutorials/i18n/locales.rst:350 msgid "ia_FR" -msgstr "" +msgstr "ia_FR" #: ../../docs/tutorials/i18n/locales.rst:350 msgid "Interlingua (France)" -msgstr "" +msgstr "Interlingua (France)" #: ../../docs/tutorials/i18n/locales.rst:352 msgid "id" -msgstr "" +msgstr "id" #: ../../docs/tutorials/i18n/locales.rst:352 msgid "Indonesian" -msgstr "" +msgstr "Indonesian" #: ../../docs/tutorials/i18n/locales.rst:354 msgid "id_ID" -msgstr "" +msgstr "id_ID" #: ../../docs/tutorials/i18n/locales.rst:354 msgid "Indonesian (Indonesia)" -msgstr "" +msgstr "Indonesian (Indonesia)" #: ../../docs/tutorials/i18n/locales.rst:356 msgid "ig_NG" -msgstr "" +msgstr "ig_NG" #: ../../docs/tutorials/i18n/locales.rst:356 msgid "Igbo (Nigeria)" -msgstr "" +msgstr "Igbo (Nigeria)" #: ../../docs/tutorials/i18n/locales.rst:358 msgid "ik_CA" -msgstr "" +msgstr "ik_CA" #: ../../docs/tutorials/i18n/locales.rst:358 msgid "Inupiaq (Canada)" -msgstr "" +msgstr "Inupiaq (Canada)" #: ../../docs/tutorials/i18n/locales.rst:360 msgid "is" @@ -1433,1476 +1434,1476 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:360 msgid "Icelandic" -msgstr "" +msgstr "Icelandic" #: ../../docs/tutorials/i18n/locales.rst:362 msgid "is_IS" -msgstr "" +msgstr "is_IS" #: ../../docs/tutorials/i18n/locales.rst:362 msgid "Icelandic (Iceland)" -msgstr "" +msgstr "Icelandic (Iceland)" #: ../../docs/tutorials/i18n/locales.rst:364 msgid "it" -msgstr "" +msgstr "it" #: ../../docs/tutorials/i18n/locales.rst:364 msgid "Italian" -msgstr "" +msgstr "Italian" #: ../../docs/tutorials/i18n/locales.rst:366 msgid "it_CH" -msgstr "" +msgstr "it_CH" #: ../../docs/tutorials/i18n/locales.rst:366 msgid "Italian (Switzerland)" -msgstr "" +msgstr "Italian (Switzerland)" #: ../../docs/tutorials/i18n/locales.rst:368 msgid "it_IT" -msgstr "" +msgstr "it_IT" #: ../../docs/tutorials/i18n/locales.rst:368 msgid "Italian (Italy)" -msgstr "" +msgstr "Italian (Italy)" #: ../../docs/tutorials/i18n/locales.rst:370 msgid "iu_CA" -msgstr "" +msgstr "iu_CA" #: ../../docs/tutorials/i18n/locales.rst:370 msgid "Inuktitut (Canada)" -msgstr "" +msgstr "Inuktitut (Canada)" #: ../../docs/tutorials/i18n/locales.rst:372 msgid "ja" -msgstr "" +msgstr "ja" #: ../../docs/tutorials/i18n/locales.rst:372 msgid "Japanese" -msgstr "" +msgstr "Japanese" #: ../../docs/tutorials/i18n/locales.rst:374 msgid "ja_JP" -msgstr "" +msgstr "ja_JP" #: ../../docs/tutorials/i18n/locales.rst:374 msgid "Japanese (Japan)" -msgstr "" +msgstr "Japanese (Japan)" #: ../../docs/tutorials/i18n/locales.rst:376 msgid "kab_DZ" -msgstr "" +msgstr "kab_DZ" #: ../../docs/tutorials/i18n/locales.rst:376 msgid "Kabyle (Algeria)" -msgstr "" +msgstr "Kabyle (Algeria)" #: ../../docs/tutorials/i18n/locales.rst:378 msgid "ka_GE" -msgstr "" +msgstr "ka_GE" #: ../../docs/tutorials/i18n/locales.rst:378 msgid "Georgian (Georgia)" -msgstr "" +msgstr "Georgian (Georgia)" #: ../../docs/tutorials/i18n/locales.rst:380 msgid "kk_KZ" -msgstr "" +msgstr "kk_KZ" #: ../../docs/tutorials/i18n/locales.rst:380 msgid "Kazakh (Kazakhstan)" -msgstr "" +msgstr "Kazakh (Kazakhstan)" #: ../../docs/tutorials/i18n/locales.rst:382 msgid "kl_GL" -msgstr "" +msgstr "kl_GL" #: ../../docs/tutorials/i18n/locales.rst:382 msgid "Kalaallisut (Greenland)" -msgstr "" +msgstr "Kalaallisut (Greenland)" #: ../../docs/tutorials/i18n/locales.rst:384 msgid "km_KH" -msgstr "" +msgstr "km_KH" #: ../../docs/tutorials/i18n/locales.rst:384 msgid "Central Khmer (Cambodia)" -msgstr "" +msgstr "Central Khmer (Cambodia)" #: ../../docs/tutorials/i18n/locales.rst:386 msgid "kn_IN" -msgstr "" +msgstr "kn_IN" #: ../../docs/tutorials/i18n/locales.rst:386 msgid "Kannada (India)" -msgstr "" +msgstr "Kannada (India)" #: ../../docs/tutorials/i18n/locales.rst:388 msgid "kok_IN" -msgstr "" +msgstr "kok_IN" #: ../../docs/tutorials/i18n/locales.rst:388 msgid "Konkani (India)" -msgstr "" +msgstr "Konkani (India)" #: ../../docs/tutorials/i18n/locales.rst:390 msgid "ko" -msgstr "" +msgstr "ko" #: ../../docs/tutorials/i18n/locales.rst:390 msgid "Korean" -msgstr "" +msgstr "Korean" #: ../../docs/tutorials/i18n/locales.rst:392 msgid "ko_KR" -msgstr "" +msgstr "ko_KR" #: ../../docs/tutorials/i18n/locales.rst:392 msgid "Korean (South Korea)" -msgstr "" +msgstr "Korean (South Korea)" #: ../../docs/tutorials/i18n/locales.rst:394 msgid "ks_IN" -msgstr "" +msgstr "ks_IN" #: ../../docs/tutorials/i18n/locales.rst:394 msgid "Kashmiri (India)" -msgstr "" +msgstr "Kashmiri (India)" #: ../../docs/tutorials/i18n/locales.rst:396 msgid "ku" -msgstr "" +msgstr "ku" #: ../../docs/tutorials/i18n/locales.rst:396 msgid "Kurdish" -msgstr "" +msgstr "Kurdish" #: ../../docs/tutorials/i18n/locales.rst:398 msgid "ku_TR" -msgstr "" +msgstr "ku_TR" #: ../../docs/tutorials/i18n/locales.rst:398 msgid "Kurdish (Turkey)" -msgstr "" +msgstr "Kurdish (Turkey)" #: ../../docs/tutorials/i18n/locales.rst:400 msgid "kw_GB" -msgstr "" +msgstr "kw_GB" #: ../../docs/tutorials/i18n/locales.rst:400 msgid "Cornish (United Kingdom)" -msgstr "" +msgstr "Cornish (United Kingdom)" #: ../../docs/tutorials/i18n/locales.rst:402 msgid "ky_KG" -msgstr "" +msgstr "ky_KG" #: ../../docs/tutorials/i18n/locales.rst:402 msgid "Kirghiz (Kyrgyzstan)" -msgstr "" +msgstr "Kirghiz (Kyrgyzstan)" #: ../../docs/tutorials/i18n/locales.rst:404 msgid "lb_LU" -msgstr "" +msgstr "lb_LU" #: ../../docs/tutorials/i18n/locales.rst:404 msgid "Luxembourgish (Luxembourg)" -msgstr "" +msgstr "Luxembourgish (Luxembourg)" #: ../../docs/tutorials/i18n/locales.rst:406 msgid "lg_UG" -msgstr "" +msgstr "lg_UG" #: ../../docs/tutorials/i18n/locales.rst:406 msgid "Ganda (Uganda)" -msgstr "" +msgstr "Ganda (Uganda)" #: ../../docs/tutorials/i18n/locales.rst:408 msgid "li_BE" -msgstr "" +msgstr "li_BE" #: ../../docs/tutorials/i18n/locales.rst:408 msgid "Limburgan (Belgium)" -msgstr "" +msgstr "Limburgan (Belgium)" #: ../../docs/tutorials/i18n/locales.rst:410 msgid "li_NL" -msgstr "" +msgstr "li_NL" #: ../../docs/tutorials/i18n/locales.rst:410 msgid "Limburgan (Netherlands)" -msgstr "" +msgstr "Limburgan (Netherlands)" #: ../../docs/tutorials/i18n/locales.rst:412 msgid "lij_IT" -msgstr "" +msgstr "lij_IT" #: ../../docs/tutorials/i18n/locales.rst:412 msgid "Ligurian (Italy)" -msgstr "" +msgstr "Ligurian (Italy)" #: ../../docs/tutorials/i18n/locales.rst:414 msgid "ln_CD" -msgstr "" +msgstr "ln_CD" #: ../../docs/tutorials/i18n/locales.rst:414 msgid "Lingala (Congo)" -msgstr "" +msgstr "Lingala (Congo)" #: ../../docs/tutorials/i18n/locales.rst:416 msgid "lo_LA" -msgstr "" +msgstr "lo_LA" #: ../../docs/tutorials/i18n/locales.rst:416 msgid "Lao (Laos)" -msgstr "" +msgstr "Lao (Laos)" #: ../../docs/tutorials/i18n/locales.rst:418 msgid "lt" -msgstr "" +msgstr "lt" #: ../../docs/tutorials/i18n/locales.rst:418 msgid "Lithuanian" -msgstr "" +msgstr "Lithuanian" #: ../../docs/tutorials/i18n/locales.rst:420 msgid "lt_LT" -msgstr "" +msgstr "lt_LT" #: ../../docs/tutorials/i18n/locales.rst:420 msgid "Lithuanian (Lithuania)" -msgstr "" +msgstr "Lithuanian (Lithuania)" #: ../../docs/tutorials/i18n/locales.rst:422 msgid "lv" -msgstr "" +msgstr "lv" #: ../../docs/tutorials/i18n/locales.rst:422 msgid "Latvian" -msgstr "" +msgstr "Latvian" #: ../../docs/tutorials/i18n/locales.rst:424 msgid "lv_LV" -msgstr "" +msgstr "lv_LV" #: ../../docs/tutorials/i18n/locales.rst:424 msgid "Latvian (Latvia)" -msgstr "" +msgstr "Latvian (Latvia)" #: ../../docs/tutorials/i18n/locales.rst:426 msgid "lzh_TW" -msgstr "" +msgstr "lzh_TW" #: ../../docs/tutorials/i18n/locales.rst:426 msgid "Literary Chinese (Taiwan)" -msgstr "" +msgstr "Literary Chinese (Taiwan)" #: ../../docs/tutorials/i18n/locales.rst:428 msgid "mag_IN" -msgstr "" +msgstr "mag_IN" #: ../../docs/tutorials/i18n/locales.rst:428 msgid "Magahi (India)" -msgstr "" +msgstr "Magahi (India)" #: ../../docs/tutorials/i18n/locales.rst:430 msgid "mai_IN" -msgstr "" +msgstr "mai_IN" #: ../../docs/tutorials/i18n/locales.rst:430 msgid "Maithili (India)" -msgstr "" +msgstr "Maithili (India)" #: ../../docs/tutorials/i18n/locales.rst:432 msgid "mg_MG" -msgstr "" +msgstr "mg_MG" #: ../../docs/tutorials/i18n/locales.rst:432 msgid "Malagasy (Madagascar)" -msgstr "" +msgstr "Malagasy (Madagascar)" #: ../../docs/tutorials/i18n/locales.rst:434 msgid "mh_MH" -msgstr "" +msgstr "mh_MH" #: ../../docs/tutorials/i18n/locales.rst:434 msgid "Marshallese (Marshall Islands)" -msgstr "" +msgstr "Marshallese (Marshall Islands)" #: ../../docs/tutorials/i18n/locales.rst:436 msgid "mhr_RU" -msgstr "" +msgstr "mhr_RU" #: ../../docs/tutorials/i18n/locales.rst:436 msgid "Eastern Mari (Russia)" -msgstr "" +msgstr "Eastern Mari (Russia)" #: ../../docs/tutorials/i18n/locales.rst:438 msgid "mi_NZ" -msgstr "" +msgstr "mi_NZ" #: ../../docs/tutorials/i18n/locales.rst:438 msgid "Maori (New Zealand)" -msgstr "" +msgstr "Maori (New Zealand)" #: ../../docs/tutorials/i18n/locales.rst:440 msgid "miq_NI" -msgstr "" +msgstr "miq_NI" #: ../../docs/tutorials/i18n/locales.rst:440 msgid "Mískito (Nicaragua)" -msgstr "" +msgstr "Mískito (Nicaragua)" #: ../../docs/tutorials/i18n/locales.rst:442 msgid "mk" -msgstr "" +msgstr "mk" #: ../../docs/tutorials/i18n/locales.rst:442 msgid "Macedonian" -msgstr "" +msgstr "Macedonian" #: ../../docs/tutorials/i18n/locales.rst:444 msgid "mk_MK" -msgstr "" +msgstr "mk_MK" #: ../../docs/tutorials/i18n/locales.rst:444 msgid "Macedonian (Macedonia)" -msgstr "" +msgstr "Macedonian (Macedonia)" #: ../../docs/tutorials/i18n/locales.rst:446 msgid "ml_IN" -msgstr "" +msgstr "ml_IN" #: ../../docs/tutorials/i18n/locales.rst:446 msgid "Malayalam (India)" -msgstr "" +msgstr "Malayalam (India)" #: ../../docs/tutorials/i18n/locales.rst:448 msgid "mni_IN" -msgstr "" +msgstr "mni_IN" #: ../../docs/tutorials/i18n/locales.rst:448 msgid "Manipuri (India)" -msgstr "" +msgstr "Manipuri (India)" #: ../../docs/tutorials/i18n/locales.rst:450 msgid "mn_MN" -msgstr "" +msgstr "mn_MN" #: ../../docs/tutorials/i18n/locales.rst:450 msgid "Mongolian (Mongolia)" -msgstr "" +msgstr "Mongolian (Mongolia)" #: ../../docs/tutorials/i18n/locales.rst:452 msgid "mr_IN" -msgstr "" +msgstr "mr_IN" #: ../../docs/tutorials/i18n/locales.rst:452 msgid "Marathi (India)" -msgstr "" +msgstr "Marathi (India)" #: ../../docs/tutorials/i18n/locales.rst:454 msgid "ms" -msgstr "" +msgstr "ms" #: ../../docs/tutorials/i18n/locales.rst:454 msgid "Malay" -msgstr "" +msgstr "Malay" #: ../../docs/tutorials/i18n/locales.rst:456 msgid "ms_MY" -msgstr "" +msgstr "ms_MY" #: ../../docs/tutorials/i18n/locales.rst:456 msgid "Malay (Malaysia)" -msgstr "" +msgstr "Malay (Malaysia)" #: ../../docs/tutorials/i18n/locales.rst:458 msgid "mt" -msgstr "" +msgstr "mt" #: ../../docs/tutorials/i18n/locales.rst:458 msgid "Maltese" -msgstr "" +msgstr "Maltese" #: ../../docs/tutorials/i18n/locales.rst:460 msgid "mt_MT" -msgstr "" +msgstr "mt_MT" #: ../../docs/tutorials/i18n/locales.rst:460 msgid "Maltese (Malta)" -msgstr "" +msgstr "Maltese (Malta)" #: ../../docs/tutorials/i18n/locales.rst:462 msgid "my_MM" -msgstr "" +msgstr "my_MM" #: ../../docs/tutorials/i18n/locales.rst:462 msgid "Burmese (Myanmar)" -msgstr "" +msgstr "Burmese (Myanmar)" #: ../../docs/tutorials/i18n/locales.rst:464 msgid "myv_RU" -msgstr "" +msgstr "myv_RU" #: ../../docs/tutorials/i18n/locales.rst:464 msgid "Erzya (Russia)" -msgstr "" +msgstr "Erzya(Russia)" #: ../../docs/tutorials/i18n/locales.rst:466 msgid "nah_MX" -msgstr "" +msgstr "nah_MX" #: ../../docs/tutorials/i18n/locales.rst:466 msgid "Nahuatl languages (Mexico)" -msgstr "" +msgstr "Nahuatl languages (Mexico)" #: ../../docs/tutorials/i18n/locales.rst:468 msgid "nan_TW" -msgstr "" +msgstr "nan_TW" #: ../../docs/tutorials/i18n/locales.rst:468 msgid "Min Nan Chinese (Taiwan)" -msgstr "" +msgstr "Min Nan Chinese (Taiwan)" #: ../../docs/tutorials/i18n/locales.rst:470 msgid "nb" -msgstr "" +msgstr "nb" #: ../../docs/tutorials/i18n/locales.rst:470 msgid "Norwegian Bokmål" -msgstr "" +msgstr "Norwegian Bokmål" #: ../../docs/tutorials/i18n/locales.rst:472 msgid "nb_NO" -msgstr "" +msgstr "nb_NO" #: ../../docs/tutorials/i18n/locales.rst:472 msgid "Norwegian Bokmål (Norway)" -msgstr "" +msgstr "Norwegian Bokmål (Norway)" #: ../../docs/tutorials/i18n/locales.rst:474 msgid "nds_DE" -msgstr "" +msgstr "nds_DE" #: ../../docs/tutorials/i18n/locales.rst:474 msgid "Low German (Germany)" -msgstr "" +msgstr "Low German (Germany)" #: ../../docs/tutorials/i18n/locales.rst:476 msgid "nds_NL" -msgstr "" +msgstr "nds_NL" #: ../../docs/tutorials/i18n/locales.rst:476 msgid "Low German (Netherlands)" -msgstr "" +msgstr "Low German (Netherlands)" #: ../../docs/tutorials/i18n/locales.rst:478 msgid "ne_NP" -msgstr "" +msgstr "ne_NP" #: ../../docs/tutorials/i18n/locales.rst:478 msgid "Nepali (Nepal)" -msgstr "" +msgstr "Nepali (Nepal)" #: ../../docs/tutorials/i18n/locales.rst:480 msgid "nhn_MX" -msgstr "" +msgstr "nhn_MX" #: ../../docs/tutorials/i18n/locales.rst:480 msgid "Central Nahuatl (Mexico)" -msgstr "" +msgstr "Central Nahuatl (Mexico)" #: ../../docs/tutorials/i18n/locales.rst:482 msgid "niu_NU" -msgstr "" +msgstr "niu_NU" #: ../../docs/tutorials/i18n/locales.rst:482 msgid "Niuean (Niue)" -msgstr "" +msgstr "Niuean (Niue)" #: ../../docs/tutorials/i18n/locales.rst:484 msgid "niu_NZ" -msgstr "" +msgstr "niu_NZ" #: ../../docs/tutorials/i18n/locales.rst:484 msgid "Niuean (New Zealand)" -msgstr "" +msgstr "Niuean (New Zealand)" #: ../../docs/tutorials/i18n/locales.rst:486 msgid "nl" -msgstr "" +msgstr "nl" #: ../../docs/tutorials/i18n/locales.rst:486 msgid "Dutch" -msgstr "" +msgstr "Dutch" #: ../../docs/tutorials/i18n/locales.rst:488 msgid "nl_AW" -msgstr "" +msgstr "nl_AW" #: ../../docs/tutorials/i18n/locales.rst:488 msgid "Dutch (Aruba)" -msgstr "" +msgstr "Dutch (Aruba)" #: ../../docs/tutorials/i18n/locales.rst:490 msgid "nl_BE" -msgstr "" +msgstr "nl_BE" #: ../../docs/tutorials/i18n/locales.rst:490 msgid "Dutch (Belgium)" -msgstr "" +msgstr "Dutch (Belgium)" #: ../../docs/tutorials/i18n/locales.rst:492 msgid "nl_NL" -msgstr "" +msgstr "nl_NL" #: ../../docs/tutorials/i18n/locales.rst:492 msgid "Dutch (Netherlands)" -msgstr "" +msgstr "Dutch (Netherlands)" #: ../../docs/tutorials/i18n/locales.rst:494 msgid "nn" -msgstr "" +msgstr "nn" #: ../../docs/tutorials/i18n/locales.rst:494 msgid "Norwegian Nynorsk" -msgstr "" +msgstr "Norwegian Nynorsk" #: ../../docs/tutorials/i18n/locales.rst:496 msgid "nn_NO" -msgstr "" +msgstr "nn_NO" #: ../../docs/tutorials/i18n/locales.rst:496 msgid "Norwegian Nynorsk (Norway)" -msgstr "" +msgstr "Norwegian Nynorsk (Norway)" #: ../../docs/tutorials/i18n/locales.rst:498 msgid "no" -msgstr "" +msgstr "no" #: ../../docs/tutorials/i18n/locales.rst:498 msgid "Norwegian" -msgstr "" +msgstr "Norwegian" #: ../../docs/tutorials/i18n/locales.rst:500 msgid "no_NO" -msgstr "" +msgstr "no_NO" #: ../../docs/tutorials/i18n/locales.rst:500 msgid "Norwegian (Norway)" -msgstr "" +msgstr "Norwegian (Norway)" #: ../../docs/tutorials/i18n/locales.rst:502 msgid "nr_ZA" -msgstr "" +msgstr "nr_ZA" #: ../../docs/tutorials/i18n/locales.rst:502 msgid "South Ndebele (South Africa)" -msgstr "" +msgstr "South Ndebele (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:504 msgid "nso_ZA" -msgstr "" +msgstr "nso_ZA" #: ../../docs/tutorials/i18n/locales.rst:504 msgid "Pedi (South Africa)" -msgstr "" +msgstr "Pedi (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:506 msgid "oc_FR" -msgstr "" +msgstr "oc_FR" #: ../../docs/tutorials/i18n/locales.rst:506 msgid "Occitan (France)" -msgstr "" +msgstr "Occitan (France)" #: ../../docs/tutorials/i18n/locales.rst:508 msgid "om" -msgstr "" +msgstr "om" #: ../../docs/tutorials/i18n/locales.rst:508 msgid "Oromo" -msgstr "" +msgstr "Oromo" #: ../../docs/tutorials/i18n/locales.rst:510 msgid "om_ET" -msgstr "" +msgstr "om_ET" #: ../../docs/tutorials/i18n/locales.rst:510 msgid "Oromo (Ethiopia)" -msgstr "" +msgstr "Oromo (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:512 msgid "om_KE" -msgstr "" +msgstr "om_KE" #: ../../docs/tutorials/i18n/locales.rst:512 msgid "Oromo (Kenya)" -msgstr "" +msgstr "Oromo (Kenya)" #: ../../docs/tutorials/i18n/locales.rst:514 msgid "or_IN" -msgstr "" +msgstr "or_IN" #: ../../docs/tutorials/i18n/locales.rst:514 msgid "Oriya (India)" -msgstr "" +msgstr "Oriya (India)" #: ../../docs/tutorials/i18n/locales.rst:516 msgid "os_RU" -msgstr "" +msgstr "os_RU" #: ../../docs/tutorials/i18n/locales.rst:516 msgid "Ossetian (Russia)" -msgstr "" +msgstr "Ossetian (Russia)" #: ../../docs/tutorials/i18n/locales.rst:518 msgid "pa_IN" -msgstr "" +msgstr "pa_IN" #: ../../docs/tutorials/i18n/locales.rst:518 msgid "Panjabi (India)" -msgstr "" +msgstr "Panjabi (India)" #: ../../docs/tutorials/i18n/locales.rst:520 msgid "pap" -msgstr "" +msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:520 msgid "Papiamento" -msgstr "" +msgstr "Papiamento" #: ../../docs/tutorials/i18n/locales.rst:522 msgid "pap_AN" -msgstr "" +msgstr "pap_AN" #: ../../docs/tutorials/i18n/locales.rst:522 msgid "Papiamento (Netherlands Antilles)" -msgstr "" +msgstr "Papiamento (Netherlands Antilles)" #: ../../docs/tutorials/i18n/locales.rst:524 msgid "pap_AW" -msgstr "" +msgstr "pap_AW" #: ../../docs/tutorials/i18n/locales.rst:524 msgid "Papiamento (Aruba)" -msgstr "" +msgstr "Papiamento (Aruba)" #: ../../docs/tutorials/i18n/locales.rst:526 msgid "pap_CW" -msgstr "" +msgstr "pap_CW" #: ../../docs/tutorials/i18n/locales.rst:526 msgid "Papiamento (Curaçao)" -msgstr "" +msgstr "Papiamento (Curaçao)" #: ../../docs/tutorials/i18n/locales.rst:528 msgid "pa_PK" -msgstr "" +msgstr "pa_PK" #: ../../docs/tutorials/i18n/locales.rst:528 msgid "Panjabi (Pakistan)" -msgstr "" +msgstr "Panjabi (Pakistan)" #: ../../docs/tutorials/i18n/locales.rst:530 msgid "pl" -msgstr "" +msgstr "pl" #: ../../docs/tutorials/i18n/locales.rst:530 msgid "Polish" -msgstr "" +msgstr "Polish" #: ../../docs/tutorials/i18n/locales.rst:532 msgid "pl_PL" -msgstr "" +msgstr "pl_PL" #: ../../docs/tutorials/i18n/locales.rst:532 msgid "Polish (Poland)" -msgstr "" +msgstr "Polish (Poland)" #: ../../docs/tutorials/i18n/locales.rst:534 msgid "pr" -msgstr "" +msgstr "pr" #: ../../docs/tutorials/i18n/locales.rst:534 msgid "Pirate" -msgstr "" +msgstr "Pirate" #: ../../docs/tutorials/i18n/locales.rst:536 msgid "ps_AF" -msgstr "" +msgstr "ps_AF" #: ../../docs/tutorials/i18n/locales.rst:536 msgid "Pushto (Afghanistan)" -msgstr "" +msgstr "Pushto (Afghanistan)" #: ../../docs/tutorials/i18n/locales.rst:538 msgid "pt" -msgstr "" +msgstr "pt" #: ../../docs/tutorials/i18n/locales.rst:538 msgid "Portuguese" -msgstr "" +msgstr "Portuguese" #: ../../docs/tutorials/i18n/locales.rst:540 msgid "pt_BR" -msgstr "" +msgstr "pt_BR" #: ../../docs/tutorials/i18n/locales.rst:540 msgid "Portuguese (Brazil)" -msgstr "" +msgstr "Portuguese (Brazil)" #: ../../docs/tutorials/i18n/locales.rst:542 msgid "pt_PT" -msgstr "" +msgstr "pt_PT" #: ../../docs/tutorials/i18n/locales.rst:542 msgid "Portuguese (Portugal)" -msgstr "" +msgstr "Portuguese (Portugal)" #: ../../docs/tutorials/i18n/locales.rst:544 msgid "quy_PE" -msgstr "" +msgstr "quy_PE" #: ../../docs/tutorials/i18n/locales.rst:544 msgid "Ayacucho Quechua (Peru)" -msgstr "" +msgstr "Ayacucho Quechua (Peru)" #: ../../docs/tutorials/i18n/locales.rst:546 msgid "quz_PE" -msgstr "" +msgstr "quz_PE" #: ../../docs/tutorials/i18n/locales.rst:546 msgid "Cusco Quechua (Peru)" -msgstr "" +msgstr "Cusco Quechua (Peru)" #: ../../docs/tutorials/i18n/locales.rst:548 msgid "raj_IN" -msgstr "" +msgstr "raj_IN" #: ../../docs/tutorials/i18n/locales.rst:548 msgid "Rajasthani (India)" -msgstr "" +msgstr "Rajasthani (India)" #: ../../docs/tutorials/i18n/locales.rst:550 msgid "ro" -msgstr "" +msgstr "ro" #: ../../docs/tutorials/i18n/locales.rst:550 msgid "Romanian" -msgstr "" +msgstr "Romanian" #: ../../docs/tutorials/i18n/locales.rst:552 msgid "ro_RO" -msgstr "" +msgstr "ro_RO" #: ../../docs/tutorials/i18n/locales.rst:552 msgid "Romanian (Romania)" -msgstr "" +msgstr "Romanian (Romania)" #: ../../docs/tutorials/i18n/locales.rst:554 msgid "ru" -msgstr "" +msgstr "ru" #: ../../docs/tutorials/i18n/locales.rst:554 msgid "Russian" -msgstr "" +msgstr "Russian" #: ../../docs/tutorials/i18n/locales.rst:556 msgid "ru_RU" -msgstr "" +msgstr "ru_RU" #: ../../docs/tutorials/i18n/locales.rst:556 msgid "Russian (Russia)" -msgstr "" +msgstr "Russian (Russia)" #: ../../docs/tutorials/i18n/locales.rst:558 msgid "ru_UA" -msgstr "" +msgstr "ru_UA" #: ../../docs/tutorials/i18n/locales.rst:558 msgid "Russian (Ukraine)" -msgstr "" +msgstr "Russian (Ukraine)" #: ../../docs/tutorials/i18n/locales.rst:560 msgid "rw_RW" -msgstr "" +msgstr "rw_RW" #: ../../docs/tutorials/i18n/locales.rst:560 msgid "Kinyarwanda (Rwanda)" -msgstr "" +msgstr "Kinyarwanda (Rwanda)" #: ../../docs/tutorials/i18n/locales.rst:562 msgid "sa_IN" -msgstr "" +msgstr "sa_IN" #: ../../docs/tutorials/i18n/locales.rst:562 msgid "Sanskrit (India)" -msgstr "" +msgstr "Sanskrit (India)" #: ../../docs/tutorials/i18n/locales.rst:564 msgid "sat_IN" -msgstr "" +msgstr "sat_IN" #: ../../docs/tutorials/i18n/locales.rst:564 msgid "Santali (India)" -msgstr "" +msgstr "Santali (India)" #: ../../docs/tutorials/i18n/locales.rst:566 msgid "sc_IT" -msgstr "" +msgstr "sc_IT" #: ../../docs/tutorials/i18n/locales.rst:566 msgid "Sardinian (Italy)" -msgstr "" +msgstr "Sardinian (Italy)" #: ../../docs/tutorials/i18n/locales.rst:568 msgid "sco" -msgstr "" +msgstr "sco" #: ../../docs/tutorials/i18n/locales.rst:568 msgid "Scots" -msgstr "" +msgstr "Scots" #: ../../docs/tutorials/i18n/locales.rst:570 msgid "sd_IN" -msgstr "" +msgstr "sd_IN" #: ../../docs/tutorials/i18n/locales.rst:570 msgid "Sindhi (India)" -msgstr "" +msgstr "Sindhi (India)" #: ../../docs/tutorials/i18n/locales.rst:572 msgid "se_NO" -msgstr "" +msgstr "se_NO" #: ../../docs/tutorials/i18n/locales.rst:572 msgid "Northern Sami (Norway)" -msgstr "" +msgstr "Northern Sami (Norway)" #: ../../docs/tutorials/i18n/locales.rst:574 msgid "sgs_LT" -msgstr "" +msgstr "sgs_LT" #: ../../docs/tutorials/i18n/locales.rst:574 msgid "Samogitian (Lithuania)" -msgstr "" +msgstr "Samogitian (Lithuania)" #: ../../docs/tutorials/i18n/locales.rst:576 msgid "shs_CA" -msgstr "" +msgstr "shs_CA" #: ../../docs/tutorials/i18n/locales.rst:576 msgid "Shuswap (Canada)" -msgstr "" +msgstr "Shuswap (Canada)" #: ../../docs/tutorials/i18n/locales.rst:578 msgid "sid_ET" -msgstr "" +msgstr "sid_ET" #: ../../docs/tutorials/i18n/locales.rst:578 msgid "Sidamo (Ethiopia)" -msgstr "" +msgstr "Sidamo (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:580 msgid "si_LK" -msgstr "" +msgstr "si_LK" #: ../../docs/tutorials/i18n/locales.rst:580 msgid "Sinhala (Sri Lanka)" -msgstr "" +msgstr "Sinhala (Sri Lanka)" #: ../../docs/tutorials/i18n/locales.rst:582 msgid "sk" -msgstr "" +msgstr "sk" #: ../../docs/tutorials/i18n/locales.rst:582 msgid "Slovak" -msgstr "" +msgstr "Slovak" #: ../../docs/tutorials/i18n/locales.rst:584 msgid "sk_SK" -msgstr "" +msgstr "sk_SK" #: ../../docs/tutorials/i18n/locales.rst:584 msgid "Slovak (Slovakia)" -msgstr "" +msgstr "Slovak (Slovakia)" #: ../../docs/tutorials/i18n/locales.rst:586 msgid "sl" -msgstr "" +msgstr "sl" #: ../../docs/tutorials/i18n/locales.rst:586 msgid "Slovenian" -msgstr "" +msgstr "Slovenian" #: ../../docs/tutorials/i18n/locales.rst:588 msgid "so" -msgstr "" +msgstr "so" #: ../../docs/tutorials/i18n/locales.rst:588 msgid "Somali" -msgstr "" +msgstr "Somali" #: ../../docs/tutorials/i18n/locales.rst:590 msgid "so_DJ" -msgstr "" +msgstr "so_DJ" #: ../../docs/tutorials/i18n/locales.rst:590 msgid "Somali (Djibouti)" -msgstr "" +msgstr "Somali (Djibouti)" #: ../../docs/tutorials/i18n/locales.rst:592 msgid "so_ET" -msgstr "" +msgstr "so_ET" #: ../../docs/tutorials/i18n/locales.rst:592 msgid "Somali (Ethiopia)" -msgstr "" +msgstr "Somali (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:594 msgid "so_KE" -msgstr "" +msgstr "so_KE" #: ../../docs/tutorials/i18n/locales.rst:594 msgid "Somali (Kenya)" -msgstr "" +msgstr "Somali (Kenya)" #: ../../docs/tutorials/i18n/locales.rst:596 msgid "so_SO" -msgstr "" +msgstr "so_SO" #: ../../docs/tutorials/i18n/locales.rst:596 msgid "Somali (Somalia)" -msgstr "" +msgstr "Somali (Somalia)" #: ../../docs/tutorials/i18n/locales.rst:598 msgid "son_ML" -msgstr "" +msgstr "son_ML" #: ../../docs/tutorials/i18n/locales.rst:598 msgid "Songhai languages (Mali)" -msgstr "" +msgstr "Songhai languages (Mali)" #: ../../docs/tutorials/i18n/locales.rst:600 msgid "sq" -msgstr "" +msgstr "sq" #: ../../docs/tutorials/i18n/locales.rst:600 msgid "Albanian" -msgstr "" +msgstr "Albanian" #: ../../docs/tutorials/i18n/locales.rst:602 msgid "sq_AL" -msgstr "" +msgstr "sq_AL" #: ../../docs/tutorials/i18n/locales.rst:602 msgid "Albanian (Albania)" -msgstr "" +msgstr "Albanian (Albania)" #: ../../docs/tutorials/i18n/locales.rst:604 msgid "sq_KV" -msgstr "" +msgstr "sq_KV" #: ../../docs/tutorials/i18n/locales.rst:604 msgid "Albanian (Kosovo)" -msgstr "" +msgstr "Albanian (Kosovo)" #: ../../docs/tutorials/i18n/locales.rst:606 msgid "sq_MK" -msgstr "" +msgstr "sq_MK" #: ../../docs/tutorials/i18n/locales.rst:606 msgid "Albanian (Macedonia)" -msgstr "" +msgstr "Albanian (Macedonia)" #: ../../docs/tutorials/i18n/locales.rst:608 msgid "sr" -msgstr "" +msgstr "sr" #: ../../docs/tutorials/i18n/locales.rst:608 msgid "Serbian" -msgstr "" +msgstr "Serbian" #: ../../docs/tutorials/i18n/locales.rst:610 msgid "sr_BA" -msgstr "" +msgstr "sr_BA" #: ../../docs/tutorials/i18n/locales.rst:610 msgid "Serbian (Bosnia and Herzegovina)" -msgstr "" +msgstr "Serbian (Bosnia and Herzegovina)" #: ../../docs/tutorials/i18n/locales.rst:612 msgid "sr_CS" -msgstr "" +msgstr "sr_CS" #: ../../docs/tutorials/i18n/locales.rst:612 msgid "Serbian (Serbia and Montenegro)" -msgstr "" +msgstr "Serbian (Serbia and Montenegro)" #: ../../docs/tutorials/i18n/locales.rst:614 msgid "sr_ME" -msgstr "" +msgstr "sr_ME" #: ../../docs/tutorials/i18n/locales.rst:614 msgid "Serbian (Montenegro)" -msgstr "" +msgstr "Serbian (Montenegro)" #: ../../docs/tutorials/i18n/locales.rst:616 msgid "sr_RS" -msgstr "" +msgstr "sr_RS" #: ../../docs/tutorials/i18n/locales.rst:616 msgid "Serbian (Serbia)" -msgstr "" +msgstr "Serbian (Serbia)" #: ../../docs/tutorials/i18n/locales.rst:618 msgid "ss_ZA" -msgstr "" +msgstr "ss_ZA" #: ../../docs/tutorials/i18n/locales.rst:618 msgid "Swati (South Africa)" -msgstr "" +msgstr "Swati (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:620 msgid "st_ZA" -msgstr "" +msgstr "st_ZA" #: ../../docs/tutorials/i18n/locales.rst:620 msgid "Southern Sotho (South Africa)" -msgstr "" +msgstr "Southern Sotho (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:622 msgid "sv" -msgstr "" +msgstr "sv" #: ../../docs/tutorials/i18n/locales.rst:622 msgid "Swedish" -msgstr "" +msgstr "Swedish" #: ../../docs/tutorials/i18n/locales.rst:624 msgid "sv_FI" -msgstr "" +msgstr "sv_FI" #: ../../docs/tutorials/i18n/locales.rst:624 msgid "Swedish (Finland)" -msgstr "" +msgstr "Swedish (Finland)" #: ../../docs/tutorials/i18n/locales.rst:626 msgid "sv_SE" -msgstr "" +msgstr "sv_SE" #: ../../docs/tutorials/i18n/locales.rst:626 msgid "Swedish (Sweden)" -msgstr "" +msgstr "Swedish (Sweden)" #: ../../docs/tutorials/i18n/locales.rst:628 msgid "sw_KE" -msgstr "" +msgstr "sw_KE" #: ../../docs/tutorials/i18n/locales.rst:628 msgid "Swahili (Kenya)" -msgstr "" +msgstr "Swahili (Kenya)" #: ../../docs/tutorials/i18n/locales.rst:630 msgid "sw_TZ" -msgstr "" +msgstr "sw_TZ" #: ../../docs/tutorials/i18n/locales.rst:630 msgid "Swahili (Tanzania)" -msgstr "" +msgstr "Swahili (Tanzania)" #: ../../docs/tutorials/i18n/locales.rst:632 msgid "szl_PL" -msgstr "" +msgstr "szl_PL" #: ../../docs/tutorials/i18n/locales.rst:632 msgid "Silesian (Poland)" -msgstr "" +msgstr "Silesian (Poland)" #: ../../docs/tutorials/i18n/locales.rst:634 msgid "ta" -msgstr "" +msgstr "ta" #: ../../docs/tutorials/i18n/locales.rst:634 msgid "Tamil" -msgstr "" +msgstr "Tamil" #: ../../docs/tutorials/i18n/locales.rst:636 msgid "ta_IN" -msgstr "" +msgstr "ta_IN" #: ../../docs/tutorials/i18n/locales.rst:636 msgid "Tamil (India)" -msgstr "" +msgstr "Tamil (India)" #: ../../docs/tutorials/i18n/locales.rst:638 msgid "ta_LK" -msgstr "" +msgstr "ta_LK" #: ../../docs/tutorials/i18n/locales.rst:638 msgid "Tamil (Sri Lanka)" -msgstr "" +msgstr "Tamil (Sri Lanka)" #: ../../docs/tutorials/i18n/locales.rst:640 msgid "tcy_IN" -msgstr "" +msgstr "tcy_IN" #: ../../docs/tutorials/i18n/locales.rst:640 msgid "Tulu (India)" -msgstr "" +msgstr "Tulu (India)" #: ../../docs/tutorials/i18n/locales.rst:642 msgid "te_IN" -msgstr "" +msgstr "te_IN" #: ../../docs/tutorials/i18n/locales.rst:642 msgid "Telugu (India)" -msgstr "" +msgstr "Telugu (India)" #: ../../docs/tutorials/i18n/locales.rst:644 msgid "tg_TJ" -msgstr "" +msgstr "tg_TJ" #: ../../docs/tutorials/i18n/locales.rst:644 msgid "Tajik (Tajikistan)" -msgstr "" +msgstr "Tajik (Tajikistan)" #: ../../docs/tutorials/i18n/locales.rst:646 msgid "the_NP" -msgstr "" +msgstr "the_NP" #: ../../docs/tutorials/i18n/locales.rst:646 msgid "Chitwania Tharu (Nepal)" -msgstr "" +msgstr "Chitwania Tharu (Nepal)" #: ../../docs/tutorials/i18n/locales.rst:648 msgid "th" -msgstr "" +msgstr "th" #: ../../docs/tutorials/i18n/locales.rst:648 msgid "Thai" -msgstr "" +msgstr "Thai" #: ../../docs/tutorials/i18n/locales.rst:650 msgid "th_TH" -msgstr "" +msgstr "th_TH" #: ../../docs/tutorials/i18n/locales.rst:650 msgid "Thai (Thailand)" -msgstr "" +msgstr "Thai (Thailand)" #: ../../docs/tutorials/i18n/locales.rst:652 msgid "th_TH_TH" -msgstr "" +msgstr "th_TH_TH" #: ../../docs/tutorials/i18n/locales.rst:652 msgid "Thai (Thailand,TH)" -msgstr "" +msgstr "Thai (Thailand,TH)" #: ../../docs/tutorials/i18n/locales.rst:654 msgid "ti" -msgstr "" +msgstr "ti" #: ../../docs/tutorials/i18n/locales.rst:654 msgid "Tigrinya" -msgstr "" +msgstr "Tigrinya" #: ../../docs/tutorials/i18n/locales.rst:656 msgid "ti_ER" -msgstr "" +msgstr "ti_ER" #: ../../docs/tutorials/i18n/locales.rst:656 msgid "Tigrinya (Eritrea)" -msgstr "" +msgstr "Tigrinya (Eritrea)" #: ../../docs/tutorials/i18n/locales.rst:658 msgid "ti_ET" -msgstr "" +msgstr "ti_ET" #: ../../docs/tutorials/i18n/locales.rst:658 msgid "Tigrinya (Ethiopia)" -msgstr "" +msgstr "Tigrinya (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:660 msgid "tig_ER" -msgstr "" +msgstr "tig_ER" #: ../../docs/tutorials/i18n/locales.rst:660 msgid "Tigre (Eritrea)" -msgstr "" +msgstr "Tigre (Eritrea)" #: ../../docs/tutorials/i18n/locales.rst:662 msgid "tk_TM" -msgstr "" +msgstr "tk_TM" #: ../../docs/tutorials/i18n/locales.rst:662 msgid "Turkmen (Turkmenistan)" -msgstr "" +msgstr "Turkmen (Turkmenistan)" #: ../../docs/tutorials/i18n/locales.rst:664 msgid "tl_PH" -msgstr "" +msgstr "tl_PH" #: ../../docs/tutorials/i18n/locales.rst:664 msgid "Tagalog (Philippines)" -msgstr "" +msgstr "Tagalog (Philippines)" #: ../../docs/tutorials/i18n/locales.rst:666 msgid "tn_ZA" -msgstr "" +msgstr "tn_ZA" #: ../../docs/tutorials/i18n/locales.rst:666 msgid "Tswana (South Africa)" -msgstr "" +msgstr "Tswana (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:668 msgid "tr" -msgstr "" +msgstr "tr" #: ../../docs/tutorials/i18n/locales.rst:668 msgid "Turkish" -msgstr "" +msgstr "Turkish" #: ../../docs/tutorials/i18n/locales.rst:670 msgid "tr_CY" -msgstr "" +msgstr "tr_CY" #: ../../docs/tutorials/i18n/locales.rst:670 msgid "Turkish (Cyprus)" -msgstr "" +msgstr "Turkish (Cyprus)" #: ../../docs/tutorials/i18n/locales.rst:672 msgid "tr_TR" -msgstr "" +msgstr "tr_TR" #: ../../docs/tutorials/i18n/locales.rst:672 msgid "Turkish (Turkey)" -msgstr "" +msgstr "Turkish (Turkey)" #: ../../docs/tutorials/i18n/locales.rst:674 msgid "ts_ZA" -msgstr "" +msgstr "ts_ZA" #: ../../docs/tutorials/i18n/locales.rst:674 msgid "Tsonga (South Africa)" -msgstr "" +msgstr "Tsonga (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:676 msgid "tt_RU" -msgstr "" +msgstr "tt_RU" #: ../../docs/tutorials/i18n/locales.rst:676 msgid "Tatar (Russia)" -msgstr "" +msgstr "Tatar (Russia)" #: ../../docs/tutorials/i18n/locales.rst:678 msgid "ug_CN" -msgstr "" +msgstr "ug_CN" #: ../../docs/tutorials/i18n/locales.rst:678 msgid "Uighur (China)" -msgstr "" +msgstr "Uighur (China)" #: ../../docs/tutorials/i18n/locales.rst:680 msgid "uk" -msgstr "" +msgstr "uk" #: ../../docs/tutorials/i18n/locales.rst:680 msgid "Ukrainian" -msgstr "" +msgstr "Ukrainian" #: ../../docs/tutorials/i18n/locales.rst:682 msgid "uk_UA" -msgstr "" +msgstr "uk_UA" #: ../../docs/tutorials/i18n/locales.rst:682 msgid "Ukrainian (Ukraine)" -msgstr "" +msgstr "Ukrainian (Ukraine)" #: ../../docs/tutorials/i18n/locales.rst:684 msgid "unm_US" -msgstr "" +msgstr "unm_US" #: ../../docs/tutorials/i18n/locales.rst:684 msgid "Unami (United States)" -msgstr "" +msgstr "Unami (United States)" #: ../../docs/tutorials/i18n/locales.rst:686 msgid "ur" -msgstr "" +msgstr "ur" #: ../../docs/tutorials/i18n/locales.rst:686 msgid "Urdu" -msgstr "" +msgstr "Urdu" #: ../../docs/tutorials/i18n/locales.rst:688 msgid "ur_IN" -msgstr "" +msgstr "ur_IN" #: ../../docs/tutorials/i18n/locales.rst:688 msgid "Urdu (India)" -msgstr "" +msgstr "Urdu (India)" #: ../../docs/tutorials/i18n/locales.rst:690 msgid "ur_PK" -msgstr "" +msgstr "ur_PK" #: ../../docs/tutorials/i18n/locales.rst:690 msgid "Urdu (Pakistan)" -msgstr "" +msgstr "Urdu (Pakistan)" #: ../../docs/tutorials/i18n/locales.rst:692 msgid "uz" -msgstr "" +msgstr "uz" #: ../../docs/tutorials/i18n/locales.rst:692 msgid "Uzbek" -msgstr "" +msgstr "Uzbek" #: ../../docs/tutorials/i18n/locales.rst:694 msgid "uz_UZ" -msgstr "" +msgstr "uz_UZ" #: ../../docs/tutorials/i18n/locales.rst:694 msgid "Uzbek (Uzbekistan)" -msgstr "" +msgstr "Uzbek (Uzbekistan)" #: ../../docs/tutorials/i18n/locales.rst:696 msgid "ve_ZA" -msgstr "" +msgstr "ve_ZA" #: ../../docs/tutorials/i18n/locales.rst:696 msgid "Venda (South Africa)" -msgstr "" +msgstr "Venda (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:698 msgid "vi" -msgstr "" +msgstr "vi" #: ../../docs/tutorials/i18n/locales.rst:698 msgid "Vietnamese" -msgstr "" +msgstr "Vietnamese" #: ../../docs/tutorials/i18n/locales.rst:700 msgid "vi_VN" -msgstr "" +msgstr "vi_VN" #: ../../docs/tutorials/i18n/locales.rst:700 msgid "Vietnamese (Vietnam)" -msgstr "" +msgstr "Vietnamese (Vietnam)" #: ../../docs/tutorials/i18n/locales.rst:702 msgid "wa_BE" -msgstr "" +msgstr "wa_BE" #: ../../docs/tutorials/i18n/locales.rst:702 msgid "Walloon (Belgium)" -msgstr "" +msgstr "Walloon (Belgium)" #: ../../docs/tutorials/i18n/locales.rst:704 msgid "wae_CH" -msgstr "" +msgstr "wae_CH" #: ../../docs/tutorials/i18n/locales.rst:704 msgid "Walser (Switzerland)" -msgstr "" +msgstr "Walser (Switzerland)" #: ../../docs/tutorials/i18n/locales.rst:706 msgid "wal_ET" -msgstr "" +msgstr "wal_ET" #: ../../docs/tutorials/i18n/locales.rst:706 msgid "Wolaytta (Ethiopia)" -msgstr "" +msgstr "Wolaytta (Ethiopia)" #: ../../docs/tutorials/i18n/locales.rst:708 msgid "wo_SN" -msgstr "" +msgstr "wo_SN" #: ../../docs/tutorials/i18n/locales.rst:708 msgid "Wolof (Senegal)" -msgstr "" +msgstr "Wolof (Senegal)" #: ../../docs/tutorials/i18n/locales.rst:710 msgid "xh_ZA" -msgstr "" +msgstr "xh_ZA" #: ../../docs/tutorials/i18n/locales.rst:710 msgid "Xhosa (South Africa)" -msgstr "" +msgstr "Xhosa (South Africa)" #: ../../docs/tutorials/i18n/locales.rst:712 msgid "yi_US" -msgstr "" +msgstr "yi_US" #: ../../docs/tutorials/i18n/locales.rst:712 msgid "Yiddish (United States)" -msgstr "" +msgstr "Yiddish (United States)" #: ../../docs/tutorials/i18n/locales.rst:714 msgid "yo_NG" -msgstr "" +msgstr "yo_NG" #: ../../docs/tutorials/i18n/locales.rst:714 msgid "Yoruba (Nigeria)" -msgstr "" +msgstr "Yoruba (Nigeria)" #: ../../docs/tutorials/i18n/locales.rst:716 msgid "yue_HK" -msgstr "" +msgstr "yue_HK" #: ../../docs/tutorials/i18n/locales.rst:716 msgid "Yue Chinese (Hong Kong)" -msgstr "" +msgstr "Yue Chinese (Hong Kong)" #: ../../docs/tutorials/i18n/locales.rst:718 msgid "zh" -msgstr "" +msgstr "zh" #: ../../docs/tutorials/i18n/locales.rst:718 msgid "Chinese" -msgstr "" +msgstr "Chinese" #: ../../docs/tutorials/i18n/locales.rst:720 msgid "zh_CN" -msgstr "" +msgstr "zh_CN" #: ../../docs/tutorials/i18n/locales.rst:720 msgid "Chinese (China)" -msgstr "" +msgstr "Chinese (China)" #: ../../docs/tutorials/i18n/locales.rst:722 msgid "zh_HK" -msgstr "" +msgstr "zh_HK" #: ../../docs/tutorials/i18n/locales.rst:722 msgid "Chinese (Hong Kong)" -msgstr "" +msgstr "Chinese (Hong Kong)" #: ../../docs/tutorials/i18n/locales.rst:724 msgid "zh_SG" -msgstr "" +msgstr "zh_SG" #: ../../docs/tutorials/i18n/locales.rst:724 msgid "Chinese (Singapore)" -msgstr "" +msgstr "Chinese (Singapore)" #: ../../docs/tutorials/i18n/locales.rst:726 msgid "zh_TW" -msgstr "" +msgstr "zh_TW" #: ../../docs/tutorials/i18n/locales.rst:726 msgid "Chinese (Taiwan)" -msgstr "" +msgstr "Chinese (Taiwan)" #: ../../docs/tutorials/i18n/locales.rst:728 msgid "zu_ZA" -msgstr "" +msgstr "zu_ZA" #: ../../docs/tutorials/i18n/locales.rst:728 msgid "Zulu (South Africa)" -msgstr "" +msgstr "Zulu (South Africa)" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 9ff77a24be..bf056d2cf7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po index fb260cd74f..59a160a543 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po index a76545780c..d446c0c847 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 109e94607f..646852a597 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po index fb7418a81a..f466f8a127 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po index a1a5fde3ba..6c7752606f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/encrypting_save_games.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/encrypting_save_games.po index 083caeace0..f48c1e3a23 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/encrypting_save_games.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/encrypting_save_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po index 4b703ff2c3..3a8dcdebb8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po index 3f8745af0f..881a4b75d0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po index 3466b13425..1c29015260 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 236231828f..c2c8491c54 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/rotations.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/rotations.po index e3f7849ec3..9241fe31a8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/rotations.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/rotations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po index abc0fac33b..0e12a9a4af 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po index d7925c70b8..840176c23a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po index 1f2313a1c4..6f6fc94223 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -203,7 +203,7 @@ msgstr "" #: ../../docs/tutorials/misc/binary_serialization_api.rst:33 msgid "string" -msgstr "" +msgstr "字符串" #: ../../docs/tutorials/misc/binary_serialization_api.rst:35 msgid "5" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po index fbe549f938..5e1538fbc5 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po index 75de8e1340..ffc48cf695 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po index af69066623..bf7f8be639 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/misc/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 9239c097eb..cc9d0bdbab 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po index a08a64bf6b..8331ac0935 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po index 91ece7a7c0..dcd085f9d3 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po index 61df55cb0d..9099e8adfd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po index f0b1dafa35..1bd52e2b9f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po index 75e0f46c2a..15b093a8cd 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 68303f0562..f88f2a094f 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po index 512989b0d3..b4855669e9 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po index 9d1660f225..8c6dd5b29c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po index daa16dcf12..4e8c169df4 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po index 4b047be3dc..c7ccc32912 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/physics/using_kinematic_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po index 4a7e12be37..e00268490c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po index eb903fe81d..507793618e 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po index 245bf0150d..d65ea19670 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/services_for_ios.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/services_for_ios.po index 34f2bdd830..28cbb4fb6b 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/services_for_ios.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/platform/services_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 1d53b7c806..065d6c42d7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po index e04cc1bafe..16aa6ce240 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 3767900a1a..93382e104a 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po index 9297dc84af..5bab5cadbf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-c-example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po new file mode 100644 index 0000000000..9f3899bf5d --- /dev/null +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/gdnative-cpp-example.po @@ -0,0 +1,437 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: zh_CN\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:4 +#, fuzzy +msgid "GDNative C++ example" +msgstr "GDNative / C++" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:7 +msgid "Introduction" +msgstr "简介" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:8 +msgid "" +"This tutorial builds on top of the information given in the :ref:`GDNative C " +"example ` so we highly recommend you read that first." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:10 +msgid "" +"The C++ bindings for GDNative are build on top of the nativescript GDNative " +"API and provide a nicer way to \"extend\" nodes in Godot using C++. " +"Basically this is the equivalent to writing GDScript scripts but in C++." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:12 +msgid "" +"We'll be looking at nativescript 1.0 which is available in Godot 3.0. Godot " +"3.1 will see the introduction of nativescript 1.1 which has a number of " +"improvements. We'll update this tutorial once that is officially released " +"but the overal structure is much the same." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:14 +msgid "" +"You can download the full example we'll be creating in this tutorial here: " +"https://github.com/BastiaanOlij/gdnative_cpp_example" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:17 +#, fuzzy +msgid "Setting up your project" +msgstr "创建一个项目" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 +#, fuzzy +msgid "There are a few prerequisites you'll need:" +msgstr "这可能有几个原因:" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:20 +msgid "A Godot 3.x executable" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:21 +msgid "a C++ compiler" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:22 +msgid "scons as a build tool" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +msgid "" +"a copy of the godot_headers repository you can find here: https://github.com/" +"GodotNativeTools/godot_headers" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:24 +msgid "" +"a copy of the godot_cpp repository you can find here: https://github.com/" +"GodotNativeTools/godot-cpp" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 +msgid "" +"See also http://docs.godotengine.org/en/latest/development/compiling/index." +"html as the build tools are identical to those you need to compile Godot " +"from source." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:28 +msgid "" +"You can just download these repositories from GitHub or let git do all the " +"work for you. I've started to submodule them into my project folder. This is " +"how I usually start my projects:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:38 +msgid "" +"You don't have to do it this way but I've found it easiest to manage. If you " +"decide to just download the repositories or just clone them into your " +"folder, makes sure to keep the folder layout the same as I've setup here as " +"much of the code we'll be showcasing here assumes the project has this " +"layout." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 +msgid "" +"If you downloaded or cloned my example from the link specified in the " +"introduction the submodules aren't automatically included. You will need to " +"execute the following:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:48 +msgid "" +"This will trigger downloading these two repositories into your project " +"folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:51 +msgid "Building the C++ bindings" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 +msgid "" +"Now that we've downloaded our prerequisites it is time to build our C++ " +"bindings." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:54 +msgid "" +"Now the repository contains a copy of the meta data for the current Godot " +"release but if you need to build these bindings for a newer version of Godot " +"you simply call the godot executable:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:60 +msgid "And place the resulting godot_api.json file in our godot-cpp folder." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:62 +msgid "" +"Now to generate and compile our bindings we do (do chose either Windows, " +"Linux or OSX):" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 +msgid "" +"This step will take a while but at the end of it, you should have static " +"libraries you can compile into your project stored in godot-cpp/bin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:72 +msgid "" +"At some point we'll probably start making compiled binaries available for " +"download so you can skip this whole section." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#, fuzzy +msgid "Creating a simple plugin" +msgstr "创建主题" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:76 +msgid "Now it's time to build an actual plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:78 +msgid "" +"To start we want to create an empty Godot project in which we'll be able to " +"place a few files so open up Godot and create a new project. I like to place " +"an demo project in my repository that shows how my GDNative module works so " +"for our example we'll create a project in a folder called \"demo\" inside of " +"our GDNative modules folder structure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:80 +msgid "" +"Inside our demo we'll create a scene with a single Node of type Node called " +"\"Main\" and we'll save this as main.tscn. We'll come back to that later." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:82 +msgid "" +"Back in the top-level gdnative module folder, we're also going to create a " +"subfolder called ``src`` into which we'll place our source files." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +msgid "" +"You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` " +"directories in your gdnative module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:86 +msgid "" +"In the ``src`` folder, we'll start with creating our header file for the " +"GDNative node we'll be creating. This we'll call ``gdexample.h``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:117 +msgid "" +"There are a few things of note to the above. We're including ``Godot.hpp`` " +"which contains all our basic definitions. After that we include ``Sprite." +"hpp`` which includes the bindings to our sprite class. This class we'll be " +"extending in our module." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +msgid "" +"We're using the namespace ``godot``, everything in GDNative is defined " +"within this namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:122 +msgid "" +"Then we have our class definition and we see that we're inheriting from our " +"Sprite but through a container class. We'll see a few side effects from this " +"later on. This is also the main bit that is going to improve in nativescript " +"1.1. The GODOT_CLASS macro sets up a few internal things for us." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 +msgid "After that we declare a single member variables called ``time_passed``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:127 +msgid "" +"In the next block we're defining our methods, we obviously have our " +"constructor and destructor defined but there are two other functions that " +"will likely look familiar to some." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +msgid "" +"The first is ``_register_methods`` which is a static function that Godot " +"will call to find out what our methods can be called on our native_script " +"and what properties it has. The second is our ``_process`` function which " +"will work exactly the same as the ``_process`` function you're used to using " +"in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +msgid "" +"So, let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:161 +msgid "" +"This one should be straight forward. We're implementing each method of our " +"class that we defined in our header file. Of note is the ``register_method`` " +"call that informs Godot that we have a ``_process`` method. We do not have " +"to tell Godot about our constructor nor destructor." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:163 +msgid "" +"The other method of note is our ``_process`` function where I'm simply " +"keeping track of how much time has passed and calculating a new position for " +"our sprite using a simple sine and cosine function. What does stand out is " +"calling ``owner->set_position`` to call one of the build in methods of our " +"Sprite. This is because our class is a container class and owner points to " +"the actual sprite node our script relates to. Once we can use nativescript " +"1.1 we'll be able to call ``set_position`` directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +msgid "" +"Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our " +"GDNative plugin can contain multiple native_scripts each one with their own " +"header and source file like we've implemented ``gdexample`` up above. What " +"we now need is a small bit of code that tells Godot about all the " +"native_scripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:187 +msgid "" +"Note that we are not using our namespace here because the three functions " +"implemented here need to be defined without a namespace." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:189 +msgid "" +"The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get " +"called respectively when Godot loads our plugin and when it unloads it. All " +"we're doing here is parse through to the functions in our bindings module " +"that does some initialisation for us but you might have a need to setup more " +"things." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:191 +msgid "" +"The important function is the third function called " +"``godot_nativescript_init``. Again we first call a function in our bindings " +"library that does its usual stuff. After that we call the function " +"``register_class`` for each of our classes in our library." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:195 +#, fuzzy +msgid "Compiling our plugin" +msgstr "开始编译" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:197 +msgid "" +"We can't really make pretty the ``SConstruct`` files used for building in " +"scons. For the purpose of this example, just use this hardcoded build file " +"we've prepared. We'll cover a more customizable, detailed example on how to " +"use these build files in a subsequent tutorial: :download:`SConstruct `" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:199 +msgid "" +"Once you've downloaded the ``SConstruct`` file, place it in your gdnative " +"module folder, beside ``godot-cpp``, ``godot_headers``, and ``demo``. Next " +"just run:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:205 +msgid "" +"And our module should compile. You should now be able to find your module in " +"``demo/bin/``" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:207 +msgid "" +"**Note**, we've compiled both godot-cpp and our gdexample library as debug " +"builds. For release you should recompile them using the ``target=release`` " +"switch." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:210 +#, fuzzy +msgid "Using your GDNative module" +msgstr "使用模块" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:212 +msgid "" +"Before we jump back into Godot we need to create two more files. Both can " +"now be created through the interface in Godot but I find it easier to just " +"create them directly." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:214 +msgid "" +"The first is a file that lets Godot know what dynamic libraries should be " +"loaded for each platform and is called ``gdexample.gdnlib``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 +msgid "" +"So what's in this file? Well there is a ``general`` section that controls " +"how our module is loaded. It also contains a prefix section which we should " +"leave on ``godot_`` for now. If you change this you'll need to rename " +"various functions that are used as entry points. This was added for the " +"iPhone platform because it doesn't allow dynamic libraries to be deployed " +"and GDNative modules are statically linked." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "" +"The ``entry`` section is the important bit, it tells Godot for each platform " +"we support where our dynamic library is on disk. It will also result in just " +"that file being exported when you export your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:240 +msgid "" +"Finally the ``dependencies`` section allows you to name additional dynamic " +"libraries that should be included as well. This is important when your " +"GDNative plugin implements someone elses library and requires you to supply " +"a 3rd party dynamic library with your game." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "" +"If you double click on the ``gdexample.gdnlib`` file within Godot you'll see " +"there are far more options to set:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:246 +msgid "" +"The second file we need to create is a file we need to create for each " +"native_script we've added to our plugin. We name it ``gdexample.gdns`` for " +"our gdexample native_script." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:261 +msgid "" +"This is a standard Godot resource and you could just create that directly " +"inside of your scene but having this as a resource file makes life a lot " +"easier in (re)using your native_script. The important bits here are that " +"we're pointing to our gdnlib file so Godot knows which dynamic library " +"contains our native_script, and the ``class_name`` which identifies the " +"natice_script in our plugin we want to use." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:264 +msgid "" +"Ok, we're all setup. Time to jump back into Godot. We load up the main scene " +"we created way back in the beginning and now we add a Sprite to our scene:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:268 +msgid "" +"We're going to assign our Godot logo to this sprite as our texture, turn off " +"centered, and drag our ``gdexample.gdns`` file onto the script property of " +"our sprite:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:272 +msgid "And we're ready to run our project:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +msgid "Next steps" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:278 +msgid "" +"Obviously the above is a very basic example just to get you setup but we " +"hope it shows the basics. You can build upon this example to create full " +"fledged scripts to control the nodes in Godot but using C++ as the language." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:280 +msgid "" +"You should be able to edit and recompile your plugin while the Godot editor " +"remains open and just rerun the project." +msgstr "" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po index a77ebfa939..8eaa7839c8 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/gdnative/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po index fc11a08237..ceba598335 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po index 6128dbfbb3..f9e2a04ba0 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po index 6021317128..a652421160 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po index e253df816b..30498d6660 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_language.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_language.po index ee4a9d0d0d..5ac31e6e1c 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_language.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/shading/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po index 33391ab9ba..0b05e68ecf 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,4 +19,4 @@ msgstr "" #: ../../docs/tutorials/viewports/index.rst:2 msgid "Viewports" -msgstr "" +msgstr "视区" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po index 9b7a4e044b..35569a0c25 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,17 +19,19 @@ msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:4 msgid "Multiple resolutions" -msgstr "" +msgstr "多分辨率" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:7 msgid "Base resolution" -msgstr "" +msgstr "基本分辨率" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:9 msgid "" "A base screen resolution for the project can be specified in the project " "settings under ``display``, ``window``" msgstr "" +"项目的基本屏幕分辨率可以在项目设置的 ``显示(display)``、``窗口(window)`` " +"中指定" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:14 msgid "" @@ -40,10 +42,15 @@ msgid "" "will be used instead. To compensate for this, Godot offers many ways to " "control how the screen will resize and stretch to different screen sizes." msgstr "" +"然而, 这个设置所做的具体事情并不完全显而易见。比如在 PC 上运行时, 引擎将尝试" +"设置成此分辨率 (如果失败则使用更小的尺寸)。但在移动端、游戏主机或其他具有固定" +"分辨率或全屏渲染的设备上时, 此分辨率将被忽略, 取而代之使用设备的本机分辨率。" +"作为这个设置分辨率功能的补充, Godot提供了许多方法来控制屏幕尺寸的调整方式和拉" +"伸到不同的屏幕大小时的方式。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:23 msgid "Resizing" -msgstr "" +msgstr "调整尺寸" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:25 msgid "" @@ -55,6 +62,11 @@ msgid "" "(scenes loaded are instanced as a child of it, and it can always be accessed " "by calling ``get_tree().get_root()`` or ``get_node(\"/root\")``)." msgstr "" +"市面上有着各种各样的设备, 拥有各种类型的屏幕, 依次有着不同的像素密度和分辨" +"率。处理所有的类型工作量巨大, 所以Godot试图让开发者的生活变得更简单。:ref:" +"`Viewport ` 节点提供了几个处理尺寸调整的函数, 而场景树的根节" +"点始终是一个Viewport (场景将作为它的子节点被实例化, 并且始终可以通过调用" +"``get_tree().get_root()`` 或``get_node(\"/root\")`` 来访问它。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:34 msgid "" @@ -63,20 +75,23 @@ msgid "" "guessing, so Godot provides a simple set of parameters in the project " "settings to handle multiple resolutions." msgstr "" +"在任何情况下, 虽然更改”根视区“的参数可能是解决问题的最灵活方法, 但这样做的可" +"能包含大量工作、大量代码和大量推测过程, 因此Godot在“项目设置”中提供了一组简单" +"的参数来处理多分辨率问题。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:40 msgid "Stretch settings" -msgstr "" +msgstr "拉伸设置" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:42 msgid "" "Stretch settings are located in the project settings, it's just a bunch of " "configuration variables that provide several options:" -msgstr "" +msgstr "拉伸设置位于项目设置中, 它只是一系列提供多种选项的配置变量:" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:48 msgid "Stretch mode" -msgstr "" +msgstr "拉伸模式 (Stretch mode)" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:50 msgid "" @@ -84,6 +99,8 @@ msgid "" "which means no stretching happens (the bigger the screen or window, the " "bigger the resolution, always matching pixels 1:1)." msgstr "" +"** Disabled **: 这是我们的第一个拉伸模式。默认情况下, 拉伸模式就是被禁用的," +"这意味着不发生任何拉伸(屏幕或窗口越大, 分辨率就越大, 总是匹配像素 1:1)。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:53 msgid "" @@ -92,6 +109,9 @@ msgid "" "This means that 3D will be unaffected (will just render to higher-res) and " "2D will also be rendered at higher-res, just enlarged." msgstr "" +"** 2D **: 在这种模式下, 由”项目设置“中的display/width和display/height指定的分" +"辨率将被拉伸至覆盖整个屏幕。这意味着3D将不受影响 (只不过渲染到更高的分辨率), " +"2D也将渲染到更高的分辨率, 只是增大了。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:58 msgid "" @@ -102,10 +122,15 @@ msgid "" "This mode is useful when working with pixel-precise games, or for the sake " "of rendering to a lower resolution for improving performance." msgstr "" +"** Viewport **: Viewport模式的缩放就有所不同, 根节点位置的:ref:`Viewport " +"` 被设置为“渲染目标”, 并且仍然精确按照“项目设置”中的 " +"``display/``部分指定的分辨率来渲染。最后, 这个viewport会被复制并缩放以适配屏" +"幕大小。当处理像素精确的游戏或者为了提高性能而渲染到低分辨率时,这个模式很有" +"用。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:70 msgid "Stretch aspect" -msgstr "" +msgstr "拉伸比例(Stretch aspect)" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:72 msgid "" @@ -113,6 +138,8 @@ msgid "" "that the original resolution will be stretched to fit the new one, even if " "it's wider or narrower." msgstr "" +"** Ignore **: 在拉伸屏幕时忽略长宽比。这意味着在适配新的屏幕尺寸时,原始分辨" +"率将被拉伸, 即使它更宽或更窄。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:75 msgid "" @@ -120,6 +147,8 @@ msgid "" "original resolution will be kept when fitting the new one, and black bars " "will be added to the sides or the top/bottom of the screen." msgstr "" +"** Keep **: 拉伸屏幕时保持纵横比。这意味着在适配新的屏幕尺寸时, 将保留原始分" +"辨率, 黑色条状图将被添加到屏幕的两侧或顶部/底部。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:79 msgid "" @@ -130,6 +159,10 @@ msgid "" "or HUDs that scale, so some controls can be anchored to the bottom (:ref:" "`doc_size_and_anchors`)." msgstr "" +"** Keep Width **: 拉伸屏幕时保持纵横比, 但如果最终屏幕高度比指定分辨率更高, " +"则垂直拉伸 (在viewport中按比例显示更多垂直分辨率)。这通常是创建可缩放的 GUI " +"或 HUD 的最佳选项, 因此某些控件就可以锚定到底部了 (见文章:ref:" +"`doc_size_and_anchors`)。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:85 msgid "" @@ -139,6 +172,9 @@ msgid "" "the viewport, proportionally). This is usually the best option for 2D games " "that scroll horizontally (like runners or platformers)." msgstr "" +"** Keep Height **: 拉伸屏幕时保持纵横比, 但如果最终屏幕宽度比指定分辨率更宽, " +"则将水平拉伸 (按比例显示更多水平分辨率)。对于2D横板滚轴游戏来说, 这通常是最好" +"的选择 (如跑酷类和平台跳跃类游戏)。" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:91 msgid "" @@ -148,3 +184,6 @@ msgid "" "original resolution) or more vertical resolution (if the screen is taller " "than the original resolution)." msgstr "" +"** Expand **: 拉伸屏幕时保持纵横比, 但不保持宽度和高度。视屏幕纵横比而定, 视" +"区将显示更多水平分辨率 (如果屏幕宽度比原始分辨率宽) 或更多垂直分辨率 (如果屏" +"幕高度比原始分辨率高)。" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po index c41952857f..e26b5f3d29 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/viewports/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,7 +19,7 @@ msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:4 msgid "Viewports" -msgstr "" +msgstr "视区" #: ../../docs/tutorials/viewports/viewports.rst:7 msgid "Introduction" @@ -32,10 +32,13 @@ msgid "" "uses, but can flexibly adapted to a lot more. All this is done via the :ref:" "`Viewport ` node." msgstr "" +"Godot有一个很小但有用的功能称为视区。顾名思义, 视区是绘制世界的长方形。他们有" +"三主要用途, 但能灵活地适应更多目的。所有这一切都是通过:ref:`Viewport " +"` 节点完成的。" #: ../../docs/tutorials/viewports/viewports.rst:16 msgid "The main uses in question are:" -msgstr "" +msgstr "上面提到的三个主要用途如下:" #: ../../docs/tutorials/viewports/viewports.rst:18 msgid "" @@ -43,12 +46,16 @@ msgid "" "what displays the scenes created by the user. (You should know this by " "having read previous tutorials!)" msgstr "" +"** 场景的根 **: 场景的根节点始终是视区。这用来显示用户创建的场景的内容。(通过" +"阅读以前的教程您应该知晓这一点!)" #: ../../docs/tutorials/viewports/viewports.rst:21 msgid "" "**Sub-Viewports**: These can be created when a Viewport is a child of a :ref:" "`Control `." msgstr "" +"** 子视区 **: 当视区为 :ref:`Control ` 的子节点时, 子视区就会" +"被创建出来。" #: ../../docs/tutorials/viewports/viewports.rst:23 msgid "" @@ -56,6 +63,8 @@ msgid "" "means that the viewport is not directly visible, but its contents can be " "accessed via a :ref:`Texture `." msgstr "" +"** 渲染目标 **: 视区可以设置为 \"RenderTarget\" (渲染目标)模式。这意味着视" +"区不是直接可见的, 但它的内容可以通过:ref:`Texture `来访问。" #: ../../docs/tutorials/viewports/viewports.rst:28 msgid "Input" @@ -69,10 +78,13 @@ msgid "" "the user must do it manually via the :ref:`Viewport.input() " "` function if needed." msgstr "" +"视区还负责向其所有子节点传递关于适当调整和缩放的输入事件。根视区和子视区都会" +"自动执行此任务, 但作渲染目标用途时不会。因此, 在需要的时候用户必须手动通过:" +"ref:`Viewport.input() `来实现(传递输入事件)。" #: ../../docs/tutorials/viewports/viewports.rst:37 msgid "Listener" -msgstr "" +msgstr "侦听者" #: ../../docs/tutorials/viewports/viewports.rst:39 msgid "" @@ -81,10 +93,13 @@ msgid "" "viewport needs to be enabled as a listener (for 2D or 3D). If you are using " "a custom viewport to display your world, don't forget to enable this!" msgstr "" +"Godot支持3D声音 (2D和3D节点皆可), 更多关于这点的信息可以在另一个教程中找到 " +"(有朝一日......)。要使此类声音能被侦听到, 视区需要作为侦听器(listener) (2D" +"或3D) 启用。如果您使用自定义视区来显示您的世界, 请不要忘记启用此项!" #: ../../docs/tutorials/viewports/viewports.rst:46 msgid "Cameras (2D & 3D)" -msgstr "" +msgstr "摄像机 (2D和3D)" #: ../../docs/tutorials/viewports/viewports.rst:48 msgid "" @@ -92,26 +107,28 @@ msgid "" "`, cameras will always display on the closest parent " "viewport (going towards the root). For example, in the following hierarchy:" msgstr "" +"当使用2D或3D:ref:`Camera ` / :ref:`Camera2D `" +"类 时, 摄像机将始终显示其最近的父视区 (向根方向)。例如, 在以下层次结构中:" #: ../../docs/tutorials/viewports/viewports.rst:53 #: ../../docs/tutorials/viewports/viewports.rst:61 #: ../../docs/tutorials/viewports/viewports.rst:159 msgid "Viewport" -msgstr "" +msgstr "Viewport" #: ../../docs/tutorials/viewports/viewports.rst:55 #: ../../docs/tutorials/viewports/viewports.rst:59 msgid "Camera" -msgstr "" +msgstr "Camera" #: ../../docs/tutorials/viewports/viewports.rst:57 msgid "Camera will display on the parent viewport, but in the following one:" -msgstr "" +msgstr "摄像机将显示其父视区, 但在下面的层次结构中:" #: ../../docs/tutorials/viewports/viewports.rst:63 msgid "" "It will not (or may display in the root viewport if this is a subscene)." -msgstr "" +msgstr "它不会 (或者显示其根视区如果这是一个子场景的话)。" #: ../../docs/tutorials/viewports/viewports.rst:65 msgid "" @@ -119,10 +136,12 @@ msgid "" "one, make sure that the desired one has the \"current\" property set, or " "make it the current camera by calling:" msgstr "" +"每个视区只能有一个激活的摄像机, 因此, 如果有多个摄像机时, 请确保你需要的那个" +"摄像机的“current”属性被设置上,或者通过调用以下语句来使其成为当前摄像机:" #: ../../docs/tutorials/viewports/viewports.rst:74 msgid "Scale & stretching" -msgstr "" +msgstr "缩放和拉伸" #: ../../docs/tutorials/viewports/viewports.rst:76 msgid "" @@ -132,21 +151,24 @@ msgid "" "ones from the parent control, but for render targets this sets their " "resolution." msgstr "" +"视区有一个 \"rect\" 属性。通常不使用 X 和 Y (只有根视区使用它们), 而是用“宽" +"度”和“高度”表示视区的大小 (以像素为单位)。对于“子视区”而言, 这些值是由其某个" +"父控件的对应属性所覆写的, 但对于“渲染目标”而言, 这两个属性会确定它的分辨率。" #: ../../docs/tutorials/viewports/viewports.rst:82 msgid "" "It is also possible to scale the 2D content and make it believe the viewport " "resolution is other than the one specified in the rect, by calling:" -msgstr "" +msgstr "通过调用以下语句,还可以缩放2D内容, 使其忽略rect中已指定的视区分辨率:" #: ../../docs/tutorials/viewports/viewports.rst:91 msgid "" "The root viewport uses this for the stretch options in the project settings." -msgstr "" +msgstr "“根视区”用这些语句设定项目设置中的拉伸选项。" #: ../../docs/tutorials/viewports/viewports.rst:95 msgid "Worlds" -msgstr "" +msgstr "世界类(World)" #: ../../docs/tutorials/viewports/viewports.rst:97 msgid "" @@ -161,6 +183,13 @@ msgid "" "useful in scenarios where, for example, you might want to show a separate " "character in 3D imposed over the game (like in Starcraft)." msgstr "" +"对于3D, 视区将包含一个:ref:`World `类。这基本上就是一个把物理和" +"渲染联系在一起的宇宙世界。基于空间概念的节点将使用最接近的视区的世界进行注" +"册。默认情况下, 新创建的视区并不包含一个新的World对象, 而是使用与父视区相同的" +"World (但是根视区确实会包含一个World对象, 其他对象默认会渲染在里面)。可以使" +"用 \"world\" 属性在视区中设置一个世界, 这将隔离该视区的所有子节点同该视区的父" +"视区交互。这在某些情形下尤为有用, 例如, 您可能希望在游戏中以三维视角来看的上" +"方显示一个单独的字符(比如星际争霸)。" #: ../../docs/tutorials/viewports/viewports.rst:109 msgid "" @@ -169,6 +198,9 @@ msgid "" "use its own World. This is useful when you want to instance 3D characters or " "objects in the 2D world." msgstr "" +"某些时刻您希望创建用来显示单个对象的viewport,且不想创建World, 为帮助您实现按" +"这样的需求视区提供了选项来自行指定World。当您希望在2D世界中实例化3D角色或对象" +"时, 这个选项很有用。" #: ../../docs/tutorials/viewports/viewports.rst:114 msgid "" @@ -176,10 +208,13 @@ msgid "" "`. This suffices in most cases, but in case sharing them may " "be desired, it is possible to do so by calling the viewport API manually." msgstr "" +"对于2D, 每个Viewport始终包含其自己的:ref:`World2D `。在大多数" +"情况下这是足够的, 但如果需要共享World, 那么手动调用视区的 API 来实现也是可行" +"的。" #: ../../docs/tutorials/viewports/viewports.rst:119 msgid "Capture" -msgstr "" +msgstr "截图" #: ../../docs/tutorials/viewports/viewports.rst:121 msgid "" @@ -187,6 +222,8 @@ msgid "" "viewport this is effectively a screen capture. This is done with the " "following API:" msgstr "" +"可以通过查询得到视区内容的一份截图。对于”根视区“, 这实际上是一个屏幕截图。这" +"是通过以下 API 完成的:" #: ../../docs/tutorials/viewports/viewports.rst:137 msgid "" @@ -194,16 +231,21 @@ msgid "" "initialization you will get an empty texture cause there is nothing to get " "as texture. You can deal with it using (for example):" msgstr "" +"但是要注意, 如果您在 _ready() 或视区初始化的第一帧中使用上述方法, 则会得到一" +"个空的texture, 因为没有任何纹理可供获取。您可以使用如下方法来处理这种情况(见" +"例子):" #: ../../docs/tutorials/viewports/viewports.rst:148 msgid "" "If the returned image is empty, capture still didn't happen, wait a little " "more, as this API is asynchronous." msgstr "" +"如果你发现返回的图像为空, 则说明捕获截图的行为仍未发生, 请稍微多等一会, 因为" +"这个 API 是异步的。" #: ../../docs/tutorials/viewports/viewports.rst:152 msgid "Sub-viewport" -msgstr "" +msgstr "子视区" #: ../../docs/tutorials/viewports/viewports.rst:154 msgid "" @@ -211,10 +253,12 @@ msgid "" "`, it will become active and display anything it " "has inside. The layout is something like this:" msgstr "" +"如果视区是:ref:`ViewportContainer `的子节点, 那么它" +"将变为活动状态并显示其内部的任何内容。层级关系布局类似如下:" #: ../../docs/tutorials/viewports/viewports.rst:157 msgid "ViewportContainer" -msgstr "" +msgstr "ViewportContainer" #: ../../docs/tutorials/viewports/viewports.rst:161 msgid "" @@ -223,10 +267,13 @@ msgid "" "Viewport Size to get the the appropriate part of the Viewport. And Viewport " "Container can not be smaller than the size of the Viewport." msgstr "" +"如果在视区容器(Viewport Container)中将拉伸设置为 true, 则视区(Viewport)将" +"完全覆盖其父控件的区域。但您必须设置Viewport的”Size“属性才能获取合适的视区部" +"分。并且注意视区容器的尺寸不能小于视区本身的尺寸。" #: ../../docs/tutorials/viewports/viewports.rst:168 msgid "Render target" -msgstr "" +msgstr "渲染目标" #: ../../docs/tutorials/viewports/viewports.rst:170 msgid "" @@ -235,6 +282,9 @@ msgid "" "scene editor. To display the contents, the method remains the same. This can " "be requested via code using (for example):" msgstr "" +"为了启用”渲染目标“模式, 请勾选视区的 \"render target\" 属性,切换为 enable。" +"请注意, 该模式下任何视区内部的东西都不会在场景编辑器中看到。若要显示内容, 方" +"法与之前一样。可以通过使用代码 来请求到需要的内容(如下):" #: ../../docs/tutorials/viewports/viewports.rst:181 msgid "" @@ -243,10 +293,13 @@ msgid "" "otherwise it will not. This behavior can be changed to manual rendering " "(once), or always render, no matter if visible or not." msgstr "" +"默认情况下, 当”渲染目标“的纹理在某一帧被绘制时, ”渲染目标“会被重新渲染。如果" +"是可见的, 就渲染它, 反之则不。此行为可以更改为手动渲染 (一次), 或始终渲染, 无" +"论是否可见。" #: ../../docs/tutorials/viewports/viewports.rst:186 msgid "``TODO: Review the doc, change outdated and add more images.``" -msgstr "" +msgstr "``TODO: 审阅文档, 更改过期内容并添加更多图片。``" #: ../../docs/tutorials/viewports/viewports.rst:188 msgid "" @@ -254,3 +307,6 @@ msgid "" "available to download, or https://github.com/godotengine/godot-demo-projects/" "tree/master/viewport" msgstr "" +"请务必查看Viewport的演示项目!在可下载的demo汇总压缩包中的viewport文件夹下可以" +"找到它们,或者在这里下载 https://github.com/godotengine/godot-demo-projects/" +"tree/master/viewport" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po index c2914fa348..0a4a1a7ff7 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po index fd03e893b8..fee9cf6a02 100644 --- a/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po +++ b/sphinx/po/zh_CN/LC_MESSAGES/tutorials/vr/vr_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-06-06 09:15+0200\n" +"POT-Creation-Date: 2018-06-13 14:08+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n"